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2a0c4b9f32
- made all crosshair related CVARs game specific. They were all global to all supportesd games. SVN r2964 (trunk)
962 lines
28 KiB
C++
962 lines
28 KiB
C++
/*
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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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// NOTE: Some stuff in here might seem a little redundant but I wanted this
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// to be as true as possible to my original intent which means that it
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// only uses that code from ZDoom's status bar that is the same as any
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// copy would be.
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#include "doomtype.h"
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#include "v_video.h"
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#include "gi.h"
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#include "c_cvars.h"
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#include "w_wad.h"
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#include "a_keys.h"
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#include "sbar.h"
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#include "sc_man.h"
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#include "templates.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "g_level.h"
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#define HUMETA_AltIcon 0x10f000
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EXTERN_CVAR(Bool,am_follow)
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EXTERN_CVAR (Int, con_scaletext)
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EXTERN_CVAR (Bool, idmypos)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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CVAR(Int,hud_althudscale, 2, CVAR_ARCHIVE) // Scale the hud to 640x400?
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CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
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// These are intentionally not the same as in the automap!
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CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
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CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD
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CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
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CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
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CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
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CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
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CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
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CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
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CVAR (Int, hud_health_yellow, 50, CVAR_ARCHIVE) // health amount less than which status is yellow
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CVAR (Int, hud_health_green, 100, CVAR_ARCHIVE) // health amount above is blue, below is green
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CVAR (Int, hud_armor_red, 25, CVAR_ARCHIVE) // armor amount less than which status is red
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CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than which status is yellow
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CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
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CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
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CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
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CVAR (Int, hudcolor_ltim, CR_ORANGE, CVAR_ARCHIVE) // color of single level time
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CVAR (Int, hudcolor_ttim, CR_GOLD, CVAR_ARCHIVE) // color of total time
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CVAR (Int, hudcolor_xyco, CR_GREEN, CVAR_ARCHIVE) // color of coordinates
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CVAR (Int, hudcolor_statnames, CR_RED, CVAR_ARCHIVE) // For the letters bef<65>re the stats
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CVAR (Int, hudcolor_stats, CR_GREEN, CVAR_ARCHIVE) // For the stats values themselves
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CVAR(Bool, map_point_coordinates, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // show player or map coordinates?
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static FFont * HudFont; // The font for the health and armor display
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static FFont * IndexFont; // The font for the inventory indices
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// Icons
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static FTexture * healthpic; // Health icon
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static FTexture * fragpic; // Frags icon
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static FTexture * invgems[4]; // Inventory arrows
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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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void AM_GetPosition(fixed_t & x, fixed_t & y);
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FTextureID GetHUDIcon(const PClass *cls)
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{
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FTextureID tex;
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tex.texnum = cls->Meta.GetMetaInt(HUMETA_AltIcon, 0);
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return tex;
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}
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void SetHUDIcon(PClass *cls, FTextureID tex)
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{
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cls->Meta.SetMetaInt(HUMETA_AltIcon, tex.GetIndex());
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}
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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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static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, int trans=0xc000)
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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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int texwidth=tex->GetWidth();
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int texheight=tex->GetHeight();
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if (w<texwidth) scale1=(double)w/texwidth;
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else scale1=1.0f;
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if (h<texheight) scale2=(double)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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}
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}
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//---------------------------------------------------------------------------
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//
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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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static void DrawHudText(FFont *font, int color, char * text, int x, int y, int trans=0xc000)
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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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{
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int width;
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FTexture *texc = font->GetChar(text[i], &width);
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if (texc != NULL)
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{
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double offset = texc->GetScaledTopOffsetDouble()
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- tex_zero->GetScaledTopOffsetDouble()
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+ tex_zero->GetScaledHeightDouble();
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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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}
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x += zerowidth;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a number with a fixed width for all digits
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//
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//---------------------------------------------------------------------------
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static void DrawHudNumber(FFont *font, int color, int num, int x, int y, int trans=0xc000)
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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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}
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//===========================================================================
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//
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// draw the status (number of kills etc)
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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, 0xc000, 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, 0xc000, 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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{
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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->accuracy);
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DrawStatLine(x, y, "Ac:", tempstr);
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mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->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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}
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}
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//===========================================================================
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//
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// draw health
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//
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//===========================================================================
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static void DrawHealth(int health, int x, int y)
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{
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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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DrawImageToBox(healthpic, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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}
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//===========================================================================
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//
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// Draw Armor.
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// very similar to drawhealth.
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//
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//===========================================================================
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static void DrawArmor(AInventory * armor, int x, int y)
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{
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if (armor)
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{
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int ap=armor->Amount;
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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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if (ap)
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{
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DrawImageToBox(TexMan[armor->Icon], x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
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}
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}
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}
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//===========================================================================
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//
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// KEYS
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//
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//===========================================================================
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//---------------------------------------------------------------------------
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//
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// create a sorted list of the defined keys so
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// this doesn't have to be done each frame
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//
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//---------------------------------------------------------------------------
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static TArray<const PClass*> KeyTypes, UnassignedKeyTypes;
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static int STACK_ARGS ktcmp(const void * a, const void * b)
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{
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AKey * key1 = (AKey*)GetDefaultByType ( *(const PClass**)a );
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AKey * key2 = (AKey*)GetDefaultByType ( *(const PClass**)b );
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return key1->KeyNumber - key2->KeyNumber;
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}
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static void SetKeyTypes()
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{
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for(unsigned int i=0;i<PClass::m_Types.Size();i++)
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{
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const PClass * ti = PClass::m_Types[i];
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if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
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{
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AKey * key = (AKey*)GetDefaultByType(ti);
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if (key->Icon.isValid() && key->KeyNumber>0)
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{
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KeyTypes.Push(ti);
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}
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else
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{
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UnassignedKeyTypes.Push(ti);
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}
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}
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}
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if (KeyTypes.Size())
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{
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qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
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}
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else
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{
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// Don't leave the list empty
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const PClass * ti = RUNTIME_CLASS(AKey);
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KeyTypes.Push(ti);
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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 = GetHUDIcon(inv->GetClass());
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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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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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//
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//---------------------------------------------------------------------------
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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 i;
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int c=0;
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AInventory * inv;
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if (!deathmatch)
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{
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if (KeyTypes.Size()==0) SetKeyTypes();
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// First all keys that are assigned to locks (in reverse order of definition)
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for(i=KeyTypes.Size()-1;i>=0;i--)
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{
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if ((inv=CPlayer->mo->FindInventory(KeyTypes[i])))
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{
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DrawOneKey(xo, x, y, c, inv);
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}
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}
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// And now the rest
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for(i=UnassignedKeyTypes.Size()-1;i>=0;i--)
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{
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if ((inv=CPlayer->mo->FindInventory(UnassignedKeyTypes[i])))
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{
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DrawOneKey(xo, x, y, c, inv);
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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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}
|
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|
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|
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//---------------------------------------------------------------------------
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//
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// Drawing Ammo
|
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//
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//---------------------------------------------------------------------------
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static TArray<const PClass *> orderedammos;
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static void AddAmmoToList(AWeapon * weapdef)
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{
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for(int i=0; i<2;i++)
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{
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const PClass * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
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if (ti)
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{
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AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
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|
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if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
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{
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unsigned int j;
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for(j=0;j<orderedammos.Size();j++)
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{
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if (ti == orderedammos[j]) break;
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}
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if (j==orderedammos.Size()) orderedammos.Push(ti);
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}
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}
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}
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}
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static int DrawAmmo(player_t *CPlayer, int x, int y)
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{
|
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|
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int i,j,k;
|
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char buf[256];
|
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AInventory *inv;
|
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|
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AWeapon *wi=CPlayer->ReadyWeapon;
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orderedammos.Clear();
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|
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// 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.
|
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for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
|
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{
|
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const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
|
||
|
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if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
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}
|
||
|
||
// 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<int>(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<AWeapon*>(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<AWeapon*>(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;i<numitems && rover;rover=rover->NextInv())
|
||
{
|
||
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 HUD_InitHud();
|
||
|
||
void DrawHUD()
|
||
{
|
||
player_t * CPlayer = StatusBar->CPlayer;
|
||
|
||
if (HudFont==NULL) HUD_InitHud();
|
||
|
||
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<PClass*>(ti), tex);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|