mirror of
https://github.com/ZDoom/gzdoom.git
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9b1870f71f
Mainly done so that searching for 'level.' returns less noise.
262 lines
8.9 KiB
Text
262 lines
8.9 KiB
Text
class HexenStatusBar : BaseStatusBar
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{
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DynamicValueInterpolator mHealthInterpolator;
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DynamicValueInterpolator mHealthInterpolator2;
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HUDFont mHUDFont;
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HUDFont mIndexFont;
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HUDFont mBigFont;
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InventoryBarState diparms;
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InventoryBarState diparms_sbar;
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override void Init()
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{
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Super.Init();
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SetSize(38, 320, 200);
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// Create the font used for the fullscreen HUD
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Font fnt = "HUDFONT_RAVEN";
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mHUDFont = HUDFont.Create(fnt, fnt.GetCharWidth("0") + 1, true, 1, 1);
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fnt = "INDEXFONT_RAVEN";
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mIndexFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true);
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fnt = "BIGFONT";
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mBigFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true, 2, 2);
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diparms = InventoryBarState.Create(mIndexFont);
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diparms_sbar = InventoryBarState.CreateNoBox(mIndexFont, boxsize:(31, 31), arrowoffs:(0,-10));
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mHealthInterpolator = DynamicValueInterpolator.Create(0, 0.25, 1, 8);
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mHealthInterpolator2 = DynamicValueInterpolator.Create(0, 0.25, 1, 6); // the chain uses a maximum of 6, not 8.
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}
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override void NewGame ()
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{
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Super.NewGame();
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mHealthInterpolator.Reset (0);
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mHealthInterpolator2.Reset (0);
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}
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override int GetProtrusion(double scaleratio) const
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{
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return scaleratio > 0.85? 28 : 12; // need to get past the gargoyle's wings
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}
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override void Tick()
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{
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Super.Tick();
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mHealthInterpolator.Update(CPlayer.health);
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mHealthInterpolator2.Update(CPlayer.health);
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}
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override void Draw (int state, double TicFrac)
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{
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Super.Draw (state, TicFrac);
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if (state == HUD_StatusBar)
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{
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BeginStatusBar();
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DrawMainBar (TicFrac);
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}
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else if (state == HUD_Fullscreen)
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{
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BeginHUD();
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DrawFullScreenStuff ();
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}
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}
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protected void DrawFullScreenStuff ()
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{
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//health
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DrawImage("PTN1A0", (51, -3));
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DrawString(mBigFont, FormatNumber(mHealthInterpolator.GetValue()), (41, -21), DI_TEXT_ALIGN_RIGHT);
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//frags/keys
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if (deathmatch)
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{
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (70, -16));
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}
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if (!isInventoryBarVisible() && !Level.NoInventoryBar && CPlayer.mo.InvSel != null)
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{
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// This code was changed to always fit the item into the box, regardless of alignment or sprite size.
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// Heretic's ARTIBOX is 30x30 pixels.
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DrawImage("ARTIBOX", (-66, -1), 0, HX_SHADOW);
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DrawInventoryIcon(CPlayer.mo.InvSel, (-66, -15), DI_ARTIFLASH|DI_ITEM_CENTER, boxsize:(28, 28));
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if (CPlayer.mo.InvSel.Amount > 1)
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{
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DrawString(mIndexFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-52, -2 - mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT);
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}
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}
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Ammo ammo1, ammo2;
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[ammo1, ammo2] = GetCurrentAmmo();
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if ((ammo1 is "Mana1") || (ammo2 is "Mana1")) DrawImage("MANABRT1", (-17, -30), DI_ITEM_OFFSETS);
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else DrawImage("MANADIM1", (-17, -30), DI_ITEM_OFFSETS);
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if ((ammo1 is "Mana2") || (ammo2 is "Mana2")) DrawImage("MANABRT2", (-17, -15), DI_ITEM_OFFSETS);
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else DrawImage("MANADIM2", (-17, -15), DI_ITEM_OFFSETS);
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DrawString(mHUDFont, FormatNumber(GetAmount("Mana1"), 3), (-21, -30), DI_TEXT_ALIGN_RIGHT);
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DrawString(mHUDFont, FormatNumber(GetAmount("Mana2"), 3), (-21, -15), DI_TEXT_ALIGN_RIGHT);
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if (isInventoryBarVisible())
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{
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DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
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}
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}
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protected void DrawMainBar (double TicFrac)
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{
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DrawImage("H2BAR", (0, 134), DI_ITEM_OFFSETS);
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String Gem;
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if (CPlayer.mo is "ClericPlayer") Gem = "LIFEGMC2";
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else if (CPlayer.mo is "MagePlayer") Gem = "LIFEGMM2";
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else Gem = "LIFEGMF2";
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int inthealth = mHealthInterpolator2.GetValue();
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DrawGem("CHAIN", "LIFEGMF2", inthealth, CPlayer.mo.GetMaxHealth(true), (30, 193), -23, 49, 15, (multiplayer? DI_TRANSLATABLE : 0) | DI_ITEM_LEFT_TOP);
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DrawImage("LFEDGE", (0, 192), DI_ITEM_OFFSETS);
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DrawImage("RTEDGE", (277, 192), DI_ITEM_OFFSETS);
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if (!automapactive)
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{
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if (isInventoryBarVisible())
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{
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DrawImage("INVBAR", (38, 162), DI_ITEM_OFFSETS);
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DrawInventoryBar(diparms_sbar, (52, 163), 7, DI_ITEM_LEFT_TOP, HX_SHADOW);
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}
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else
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{
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DrawImage("STATBAR", (38, 162), DI_ITEM_OFFSETS);
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//inventory box
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if (CPlayer.mo.InvSel != null)
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{
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DrawInventoryIcon(CPlayer.mo.InvSel, (159.5, 177), DI_ARTIFLASH|DI_ITEM_CENTER, boxsize:(28, 28));
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if (CPlayer.mo.InvSel.Amount > 1)
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{
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DrawString(mIndexFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (174, 184), DI_TEXT_ALIGN_RIGHT);
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}
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}
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if (deathmatch || teamplay)
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{
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DrawImage("KILLS", (38, 163), DI_ITEM_OFFSETS);
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (66, 176), DI_TEXT_ALIGN_RIGHT);
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}
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else
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{
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DrawImage("ARMCLS", (41, 178), DI_ITEM_OFFSETS);
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// Note that this has been changed to use red only if the REAL health is below 25, not when an interpolated value is below 25!
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DrawString(mHUDFont, FormatNumber(mHealthInterpolator.GetValue(), 3), (66, 176), DI_TEXT_ALIGN_RIGHT, CPlayer.Health < 25? Font.CR_RED : Font.CR_UNTRANSLATED);
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}
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//armor
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DrawImage("ARMCLS", (255, 178), DI_ITEM_OFFSETS);
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DrawString(mHUDFont, FormatNumber(GetArmorSavePercent() / 5, 2), (276, 176), DI_TEXT_ALIGN_RIGHT);
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Ammo ammo1, ammo2;
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[ammo1, ammo2] = GetCurrentAmmo();
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if (ammo1 != null && !(ammo1 is "Mana1") && !(ammo1 is "Mana2"))
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{
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DrawImage("HAMOBACK", (77, 164), DI_ITEM_OFFSETS);
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if (ammo2 != null)
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{
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DrawTexture(ammo1.icon, (89, 172), DI_ITEM_CENTER);
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DrawTexture(ammo2.icon, (113, 172), DI_ITEM_CENTER);
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DrawString(mIndexFont, FormatNumber(ammo1.amount, 3), ( 98, 182), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(ammo2.amount, 3), (122, 182), DI_TEXT_ALIGN_RIGHT);
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}
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else
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{
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DrawTexture(ammo1.icon, (100, 172), DI_ITEM_CENTER);
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DrawString(mIndexFont, FormatNumber(ammo1.amount, 3), (109, 182), DI_TEXT_ALIGN_RIGHT);
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}
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}
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else
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{
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int amt1, maxamt1, amt2, maxamt2;
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[amt1, maxamt1] = GetAmount("Mana1");
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[amt2, maxamt2] = GetAmount("Mana2");
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if ((ammo1 is "Mana1") || (ammo2 is "Mana1"))
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{
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DrawImage("MANABRT1", (77, 164), DI_ITEM_OFFSETS);
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DrawBar("MANAVL1", "", amt1, maxamt1, (94, 164), 1, SHADER_VERT, DI_ITEM_OFFSETS);
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}
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else
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{
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DrawImage("MANADIM1", (77, 164), DI_ITEM_OFFSETS);
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DrawBar("MANAVL1D", "", amt1, maxamt1, (94, 164), 1, SHADER_VERT, DI_ITEM_OFFSETS);
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}
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if ((ammo1 is "Mana2") || (ammo2 is "Mana2"))
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{
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DrawImage("MANABRT2", (110, 164), DI_ITEM_OFFSETS);
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DrawBar("MANAVL2", "", amt2, maxamt2, (102, 164), 1, SHADER_VERT, DI_ITEM_OFFSETS);
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}
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else
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{
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DrawImage("MANADIM2", (110, 164), DI_ITEM_OFFSETS);
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DrawBar("MANAVL2D", "", amt2, maxamt2, (102, 164), 1, SHADER_VERT, DI_ITEM_OFFSETS);
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}
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DrawString(mIndexFont, FormatNumber(amt1, 3), ( 92, 181), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(amt2, 3), (124, 181), DI_TEXT_ALIGN_RIGHT);
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}
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if (CPlayer.mo is "ClericPlayer")
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{
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DrawImage("WPSLOT1", (190, 162), DI_ITEM_OFFSETS);
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if (CheckInventory("CWeapWraithverge")) DrawImage("WPFULL1", (190, 162), DI_ITEM_OFFSETS);
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else
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{
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int pieces = GetWeaponPieceMask("CWeapWraithverge");
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if (pieces & 1) DrawImage("WPIECEC1", (190, 162), DI_ITEM_OFFSETS);
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if (pieces & 2) DrawImage("WPIECEC2", (212, 162), DI_ITEM_OFFSETS);
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if (pieces & 4) DrawImage("WPIECEC3", (225, 162), DI_ITEM_OFFSETS);
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}
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}
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else if (CPlayer.mo is "MagePlayer")
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{
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DrawImage("WPSLOT2", (190, 162), DI_ITEM_OFFSETS);
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if (CheckInventory("MWeapBloodscourge")) DrawImage("WPFULL2", (190, 162), DI_ITEM_OFFSETS);
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else
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{
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int pieces = GetWeaponPieceMask("MWeapBloodscourge");
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if (pieces & 1) DrawImage("WPIECEM1", (190, 162), DI_ITEM_OFFSETS);
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if (pieces & 2) DrawImage("WPIECEM2", (205, 162), DI_ITEM_OFFSETS);
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if (pieces & 4) DrawImage("WPIECEM3", (224, 162), DI_ITEM_OFFSETS);
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}
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}
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else
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{
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DrawImage("WPSLOT0", (190, 162), DI_ITEM_OFFSETS);
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if (CheckInventory("FWeapQuietus")) DrawImage("WPFULL0", (190, 162), DI_ITEM_OFFSETS);
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else
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{
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int pieces = GetWeaponPieceMask("FWeapQuietus");
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if (pieces & 1) DrawImage("WPIECEF1", (190, 162), DI_ITEM_OFFSETS);
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if (pieces & 2) DrawImage("WPIECEF2", (225, 162), DI_ITEM_OFFSETS);
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if (pieces & 4) DrawImage("WPIECEF3", (234, 162), DI_ITEM_OFFSETS);
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}
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}
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}
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}
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else // automap
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{
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DrawImage("KEYBAR", (38, 162), DI_ITEM_OFFSETS);
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int cnt = 0;
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Vector2 keypos = (46, 164);
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for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
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{
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if (i is "Key" && i.Icon.IsValid())
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{
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DrawTexture(i.Icon, keypos, DI_ITEM_OFFSETS);
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keypos.X += 20;
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if (++cnt >= 5) break;
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}
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}
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DrawHexenArmor(HEXENARMOR_ARMOR, "ARMSLOT1", (150, 164), DI_ITEM_OFFSETS);
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DrawHexenArmor(HEXENARMOR_SHIELD, "ARMSLOT2", (181, 164), DI_ITEM_OFFSETS);
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DrawHexenArmor(HEXENARMOR_HELM, "ARMSLOT3", (212, 164), DI_ITEM_OFFSETS);
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DrawHexenArmor(HEXENARMOR_AMULET, "ARMSLOT4", (243, 164), DI_ITEM_OFFSETS);
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}
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}
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}
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