mirror of
https://github.com/ZDoom/gzdoom.git
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154af34cd9
If this is on it will disable the status bar's pop screen for the log and always use the HUD overlay instead.
603 lines
14 KiB
Text
603 lines
14 KiB
Text
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class StrifeStatusBar : BaseStatusBar
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{
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// Number of tics to move the popscreen up and down.
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const POP_TIME = (Thinker.TICRATE/8);
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// Popscreen height when fully extended
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const POP_HEIGHT = 104;
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// Number of tics to scroll keys left
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const KEY_TIME = (Thinker.TICRATE/3);
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enum eImg
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{
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imgINVCURS,
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imgCURSOR01,
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imgINVPOP,
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imgINVPOP2,
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imgINVPBAK,
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imgINVPBAK2,
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imgFONY0,
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imgFONY1,
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imgFONY2,
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imgFONY3,
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imgFONY4,
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imgFONY5,
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imgFONY6,
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imgFONY7,
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imgFONY8,
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imgFONY9,
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imgFONY_PERCENT,
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imgNEGATIVE,
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};
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TextureID Images[imgNEGATIVE + 1];
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int CursorImage;
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int CurrentPop, PendingPop, PopHeight, PopHeightChange;
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int KeyPopPos, KeyPopScroll;
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HUDFont mYelFont, mGrnFont, mBigFont;
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override void Init()
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{
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static const Name strifeLumpNames[] =
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{
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"INVCURS", "CURSOR01", "INVPOP", "INVPOP2",
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"INVPBAK", "INVPBAK2",
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"INVFONY0", "INVFONY1", "INVFONY2", "INVFONY3", "INVFONY4",
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"INVFONY5", "INVFONY6", "INVFONY7", "INVFONY8", "INVFONY9",
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"INVFONY%", ""
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};
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Super.Init();
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SetSize(32, 320, 200);
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Reset();
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for(int i = 0; i <= imgNEGATIVE; i++)
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{
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Images[i] = TexMan.CheckForTexture(strifeLumpNames[i], TexMan.TYPE_MiscPatch);
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}
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CursorImage = Images[imgINVCURS].IsValid() ? imgINVCURS : imgCURSOR01;
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mYelFont = HUDFont.Create("Indexfont_Strife_Yellow", 7, Mono_CellLeft, 1, 1);
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mGrnFont = HUDFont.Create("Indexfont_Strife_Green", 7, Mono_CellLeft, 1, 1);
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mBigFont = HUDFont.Create("BigFont", 0, Mono_Off, 2, 2);
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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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Reset ();
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}
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override int GetProtrusion(double scaleratio) const
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{
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return 10;
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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
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{
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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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// Draw pop screen (log, keys, and status)
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if (CurrentPop != POP_None && PopHeight < 0)
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{
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// This uses direct low level draw commands and would otherwise require calling
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// BeginStatusBar(true);
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DrawPopScreen (screen.GetHeight(), TicFrac);
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}
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}
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}
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override void ShowPop (int popnum)
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{
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Super.ShowPop(popnum);
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if (popnum == CurrentPop || (popnum == POP_LOG && MustDrawLog(0)))
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{
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if (popnum == POP_Keys)
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{
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Inventory item;
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KeyPopPos += 10;
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KeyPopScroll = 280;
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int i = 0;
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for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
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{
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if (item is "Key")
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{
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if (i == KeyPopPos)
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{
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return;
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}
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i++;
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}
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}
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}
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PendingPop = POP_None;
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// Do not scroll keys horizontally when dropping the popscreen
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KeyPopScroll = 0;
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KeyPopPos -= 10;
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}
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else
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{
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KeyPopPos = 0;
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PendingPop = popnum;
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}
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}
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override bool MustDrawLog(int state)
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{
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// Tell the base class to draw the log if the pop screen won't be displayed.
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return generic_ui || log_vgafont;
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}
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void Reset ()
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{
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CurrentPop = POP_None;
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PendingPop = POP_NoChange;
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PopHeight = 0;
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KeyPopPos = 0;
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KeyPopScroll = 0;
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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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PopHeightChange = 0;
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if (PendingPop != POP_NoChange)
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{
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if (PopHeight < 0)
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{
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PopHeightChange = POP_HEIGHT / POP_TIME;
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PopHeight += POP_HEIGHT / POP_TIME;
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}
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else
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{
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CurrentPop = PendingPop;
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PendingPop = POP_NoChange;
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}
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}
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else
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{
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if (CurrentPop == POP_None)
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{
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PopHeight = 0;
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}
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else if (PopHeight > -POP_HEIGHT)
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{
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PopHeight -= POP_HEIGHT / POP_TIME;
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if (PopHeight < -POP_HEIGHT)
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{
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PopHeight = -POP_HEIGHT;
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}
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else
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{
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PopHeightChange = -POP_HEIGHT / POP_TIME;
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}
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}
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if (KeyPopScroll > 0)
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{
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KeyPopScroll -= 280 / KEY_TIME;
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if (KeyPopScroll < 0)
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{
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KeyPopScroll = 0;
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}
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}
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}
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}
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private void FillBar(double x, double y, double start, double stopp, Color color1, Color color2)
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{
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Fill(color1, x, y, (stopp-start)*2, 1);
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Fill(color2, x, y+1, (stopp-start)*2, 1);
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}
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protected void DrawHealthBar(int health, int x, int y)
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{
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Color green1 = Color(255, 180, 228, 128); // light green
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Color green2 = Color(255, 128, 180, 80); // dark green
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Color blue1 = Color(255, 196, 204, 252); // light blue
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Color blue2 = Color(255, 148, 152, 200); // dark blue
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Color gold1 = Color(255, 224, 188, 0); // light gold
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Color gold2 = Color(255, 208, 128, 0); // dark gold
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Color red1 = Color(255, 216, 44, 44); // light red
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Color red2 = Color(255, 172, 28, 28); // dark red
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if (health == 999)
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{
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FillBar (x, y, 0, 100, gold1, gold2);
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}
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else
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{
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if (health <= 100)
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{
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if (health <= 10)
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{
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FillBar (x, y, 0, health, red1, red2);
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}
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else if (health <= 20)
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{
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FillBar (x, y, 0, health, gold1, gold2);
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}
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else
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{
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FillBar (x, y, 0, health, green1, green2);
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}
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//FillBar (x, y, health, 100, 0, 0);
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}
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else
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{
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int stopp = 200 - health;
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FillBar (x, y, 0, stopp, green1, green2);
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FillBar (x, y, stopp, 100, blue1, blue2);
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}
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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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Inventory item;
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int i;
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// Pop screen (log, keys, and status)
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if (CurrentPop != POP_None && PopHeight < 0)
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{
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double tmp, h;
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[tmp, tmp, h] = StatusbarToRealCoords(0, 0, 8);
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DrawPopScreen (int(GetTopOfStatusBar() - h), TicFrac);
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}
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DrawImage("INVBACK", (0, 168), DI_ITEM_OFFSETS);
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DrawImage("INVTOP", (0, 160), DI_ITEM_OFFSETS);
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// Health
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DrawString(mGrnFont, FormatNumber(CPlayer.health, 3, 5), (79, 162), DI_TEXT_ALIGN_RIGHT);
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int points;
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if (CPlayer.cheats & CF_GODMODE)
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{
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points = 999;
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}
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else
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{
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points = min(CPlayer.health, 200);
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}
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DrawHealthBar (points, 49, 172);
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DrawHealthBar (points, 49, 175);
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// Armor
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item = CPlayer.mo.FindInventory('BasicArmor');
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if (item != NULL && item.Amount > 0)
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{
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DrawInventoryIcon(item, (2, 177), DI_ITEM_OFFSETS);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (27, 191), DI_TEXT_ALIGN_RIGHT);
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}
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// Ammo
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Inventory ammo1 = GetCurrentAmmo ();
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if (ammo1 != NULL)
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{
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DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3, 5), (311, 162), DI_TEXT_ALIGN_RIGHT);
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DrawInventoryIcon (ammo1, (290, 181), DI_ITEM_OFFSETS);
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}
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// Sigil
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item = CPlayer.mo.FindInventory('Sigil');
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if (item != NULL)
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{
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DrawInventoryIcon (item, (253, 175), DI_ITEM_OFFSETS);
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}
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// Inventory
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CPlayer.inventorytics = 0;
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CPlayer.mo.InvFirst = ValidateInvFirst (6);
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i = 0;
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for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
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{
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int flags = item.Amount <= 0? DI_ITEM_OFFSETS|DI_DIM : DI_ITEM_OFFSETS;
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if (item == CPlayer.mo.InvSel)
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{
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DrawTexture (Images[CursorImage], (42 + 35*i, 180), flags, 1. - itemflashFade);
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}
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DrawInventoryIcon (item, (48 + 35*i, 182), flags);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (75 + 35*i, 191), DI_TEXT_ALIGN_RIGHT);
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i++;
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}
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}
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protected void DrawFullScreenStuff ()
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{
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// Draw health (use red color if health is below the run health threashold.)
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DrawString(mGrnFont, FormatNumber(CPlayer.health, 3), (4, -10), DI_TEXT_ALIGN_LEFT, (CPlayer.health < CPlayer.mo.RunHealth)? Font.CR_BRICK : Font.CR_UNTRANSLATED);
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DrawImage("I_MDKT", (14, -17));
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// Draw armor
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let armor = CPlayer.mo.FindInventory('BasicArmor');
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if (armor != NULL && armor.Amount != 0)
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{
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DrawString(mYelFont, FormatNumber(armor.Amount, 3), (35, -10));
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DrawInventoryIcon(armor, (45, -17));
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}
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// Draw ammo
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Inventory ammo1, ammo2;
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int ammocount1, ammocount2;
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[ammo1, ammo2, ammocount1, ammocount2] = GetCurrentAmmo ();
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if (ammo1 != NULL)
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{
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// Draw primary ammo in the bottom-right corner
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DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3), (-23, -10));
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DrawInventoryIcon(ammo1, (-14, -17));
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if (ammo2 != NULL && ammo1!=ammo2)
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{
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// Draw secondary ammo just above the primary ammo
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DrawString(mGrnFont, FormatNumber(ammo1.Amount, 3), (-23, -48));
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DrawInventoryIcon(ammo1, (-14, -55));
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}
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}
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if (deathmatch)
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{ // Draw frags (in DM)
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DrawString(mBigFont, FormatNumber(CPlayer.FragCount, 3), (4, 1));
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}
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// Draw inventory
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if (CPlayer.inventorytics == 0)
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{
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if (CPlayer.mo.InvSel != null)
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{
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if (itemflashFade > 0)
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{
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DrawTexture(Images[CursorImage], (-42, -15));
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}
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DrawString(mYelFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3, 5), (-30, -10), DI_TEXT_ALIGN_RIGHT);
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DrawInventoryIcon(CPlayer.mo.InvSel, (-42, -17), DI_DIMDEPLETED);
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}
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}
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else
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{
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CPlayer.mo.InvFirst = ValidateInvFirst (6);
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int i = 0;
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Inventory item;
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Vector2 box = TexMan.GetScaledSize(Images[CursorImage]) - (4, 4); // Fit oversized icons into the box.
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if (CPlayer.mo.InvFirst != NULL)
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{
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for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
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{
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if (item == CPlayer.mo.InvSel)
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{
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DrawTexture(Images[CursorImage], (-90+i*35, -3), DI_SCREEN_CENTER_BOTTOM, 0.75);
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}
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if (item.Icon.isValid())
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{
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DrawInventoryIcon(item, (-90+i*35, -5), DI_SCREEN_CENTER_BOTTOM|DI_DIMDEPLETED, 0.75);
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}
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (-72 + i*35, -8), DI_TEXT_ALIGN_RIGHT|DI_SCREEN_CENTER_BOTTOM);
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++i;
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}
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}
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}
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}
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protected void DrawPopScreen (int bottom, double TicFrac)
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{
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String buff;
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String label;
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int i;
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Inventory item;
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int xscale, yscale, left, top;
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int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
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int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
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// Extrapolate the height of the popscreen for smoother movement
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int height = clamp (PopHeight + int(TicFrac * PopHeightChange), -POP_HEIGHT, 0);
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xscale = CleanXfac;
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yscale = CleanYfac;
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left = screen.GetWidth()/2 - 160*CleanXfac;
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top = bottom + height * yscale;
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screen.DrawTexture (Images[back], true, left, top, DTA_CleanNoMove, true, DTA_Alpha, 0.75);
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screen.DrawTexture (Images[bars], true, left, top, DTA_CleanNoMove, true);
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switch (CurrentPop)
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{
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case POP_Log:
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{
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// Draw the latest log message.
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screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 210 * xscale, top + 8 * yscale, Level.TimeFormatted(),
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DTA_CleanNoMove, true);
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if (CPlayer.LogText.Length() > 0)
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{
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let text = Stringtable.Localize(CPlayer.LogText);
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BrokenLines lines = SmallFont2.BreakLines(text, 272);
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for (i = 0; i < lines.Count(); ++i)
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{
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screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 24 * xscale, top + (18 + i * 12)*yscale,
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lines.StringAt(i), DTA_CleanNoMove, true);
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}
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}
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break;
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}
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case POP_Keys:
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// List the keys the player has.
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int pos, endpos, leftcol;
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int clipleft, clipright;
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pos = KeyPopPos;
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endpos = pos + 10;
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leftcol = 20;
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clipleft = left + 17*xscale;
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clipright = left + (320-17)*xscale;
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if (KeyPopScroll > 0)
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{
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// Extrapolate the scroll position for smoother scrolling
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int scroll = MAX (0, KeyPopScroll - int(TicFrac * (280./KEY_TIME)));
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pos -= 10;
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leftcol = leftcol - 280 + scroll;
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}
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i = 0;
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for (item = CPlayer.mo.Inv; i < endpos && item != NULL; item = item.Inv)
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{
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if (!(item is "Key"))
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continue;
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if (i < pos)
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{
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i++;
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continue;
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}
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label = item.GetTag();
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int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
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int rownum = (i % 5) * 18;
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screen.DrawTexture (item.Icon, true,
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left + (colnum * 140 + leftcol)*xscale,
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top + (6 + rownum)*yscale,
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DTA_CleanNoMove, true,
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DTA_ClipLeft, clipleft,
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DTA_ClipRight, clipright);
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screen.DrawText (SmallFont2, Font.CR_UNTRANSLATED,
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left + (colnum * 140 + leftcol + 17)*xscale,
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top + (11 + rownum)*yscale,
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label,
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DTA_CleanNoMove, true,
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DTA_ClipLeft, clipleft,
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DTA_ClipRight, clipright);
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i++;
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}
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break;
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case POP_Status:
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// Show miscellaneous status items.
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// Print stats
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DrINumber2 (CPlayer.mo.accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
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DrINumber2 (CPlayer.mo.stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
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// How many keys does the player have?
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i = 0;
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for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
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{
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if (item is "Key")
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{
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i++;
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}
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}
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DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
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// Does the player have a communicator?
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item = CPlayer.mo.FindInventory ("Communicator");
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if (item != NULL)
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{
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screen.DrawTexture (item.Icon, true,
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left + 280*xscale,
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top + 74*yscale,
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DTA_CleanNoMove, true);
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}
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// How much ammo does the player have?
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static const class<Ammo> AmmoList[] = {
|
|
"ClipOfBullets",
|
|
"PoisonBolts",
|
|
"ElectricBolts",
|
|
"HEGrenadeRounds",
|
|
"PhosphorusGrenadeRounds",
|
|
"MiniMissiles",
|
|
"EnergyPod"};
|
|
|
|
static const int AmmoY[] = {19, 35, 43, 59, 67, 75, 83};
|
|
|
|
for (i = 0; i < 7; ++i)
|
|
{
|
|
item = CPlayer.mo.FindInventory (AmmoList[i]);
|
|
|
|
if (item == NULL)
|
|
{
|
|
DrINumber2 (0, left+206*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
|
|
DrINumber2 (GetDefaultByType(AmmoList[i]).MaxAmount, left+239*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
|
|
}
|
|
else
|
|
{
|
|
DrINumber2 (item.Amount, left+206*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
|
|
DrINumber2 (item.MaxAmount, left+239*xscale, top+AmmoY[i] * yscale, 7*xscale, imgFONY0);
|
|
}
|
|
}
|
|
|
|
|
|
// What weapons does the player have?
|
|
static const class<Weapon> WeaponList[] =
|
|
{
|
|
"StrifeCrossbow",
|
|
"AssaultGun",
|
|
"FlameThrower",
|
|
"MiniMissileLauncher",
|
|
"StrifeGrenadeLauncher",
|
|
"Mauler"
|
|
};
|
|
static const int WeaponX[] = {23, 21, 57, 20, 55, 52};
|
|
static const int WeaponY[] = {19, 41, 50, 64, 20, 75};
|
|
|
|
for (i = 0; i < 6; ++i)
|
|
{
|
|
item = CPlayer.mo.FindInventory (WeaponList[i]);
|
|
if (item != NULL)
|
|
{
|
|
screen.DrawTexture (item.Icon, true,
|
|
left + WeaponX[i] * xscale,
|
|
top + WeaponY[i] * yscale,
|
|
DTA_CleanNoMove, true,
|
|
DTA_LeftOffset, 0,
|
|
DTA_TopOffset, 0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void DrINumber2 (int val, int x, int y, int width, int imgBase) const
|
|
{
|
|
x -= width;
|
|
|
|
if (val == 0)
|
|
{
|
|
screen.DrawTexture (Images[imgBase], true, x, y, DTA_CleanNoMove, true);
|
|
}
|
|
else
|
|
{
|
|
while (val != 0)
|
|
{
|
|
screen.DrawTexture (Images[imgBase+val%10], true, x, y, DTA_CleanNoMove, true);
|
|
val /= 10;
|
|
x -= width;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|