gzdoom/wadsrc/static/zscript/statusbar/strife_sbar.txt
Christoph Oelckers 9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00

854 lines
19 KiB
Text

class StrifeStatusBar : BaseStatusBar
{
// Number of tics to move the popscreen up and down.
const POP_TIME = (Thinker.TICRATE/8);
// Popscreen height when fully extended
const POP_HEIGHT = 104;
// Number of tics to scroll keys left
const KEY_TIME = (Thinker.TICRATE/3);
enum eImg
{
imgINVCURS,
imgCURSOR01,
imgINVBACK,
imgINVTOP,
imgINVPOP,
imgINVPOP2,
imgINVPBAK,
imgINVPBAK2,
imgFONG0,
imgFONG1,
imgFONG2,
imgFONG3,
imgFONG4,
imgFONG5,
imgFONG6,
imgFONG7,
imgFONG8,
imgFONG9,
imgFONG_PERCENT,
imgFONY0,
imgFONY1,
imgFONY2,
imgFONY3,
imgFONY4,
imgFONY5,
imgFONY6,
imgFONY7,
imgFONY8,
imgFONY9,
imgFONY_PERCENT,
imgCOMM,
imgMEDI,
imgARM1,
imgARM2,
imgNEGATIVE,
imgINumbers = imgFONG0,
};
TextureID Images[imgNEGATIVE + 1];
int CursorImage;
int CurrentPop, PendingPop, PopHeight, PopHeightChange;
int KeyPopPos, KeyPopScroll;
double ItemFlash;
override void Init()
{
DoCommonInit();
}
override void NewGame ()
{
DoCommonInit ();
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
override void Draw (int state, double TicFrac)
{
Super.Draw (state, TicFrac);
if (state == HUD_StatusBar)
{
DrawMainBar (TicFrac);
}
else
{
if (state == HUD_Fullscreen)
{
DrawFullScreenStuff ();
}
// Draw pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
DrawPopScreen (screen.GetHeight(), TicFrac);
}
}
}
override void ShowPop (int popnum)
{
Super.ShowPop(popnum);
if (popnum == CurrentPop)
{
if (popnum == POP_Keys)
{
Inventory item;
KeyPopPos += 10;
KeyPopScroll = 280;
int i = 0;
for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
{
if (item is "Key")
{
if (i == KeyPopPos)
{
return;
}
i++;
}
}
}
PendingPop = POP_None;
// Do not scroll keys horizontally when dropping the popscreen
KeyPopScroll = 0;
KeyPopPos -= 10;
}
else
{
KeyPopPos = 0;
PendingPop = popnum;
}
}
override bool MustDrawLog(int state)
{
// Tell the base class to draw the log if the pop screen won't be displayed.
return false;
}
void DoCommonInit ()
{
static const String strifeLumpNames[] =
{
"INVCURS", "CURSOR01", "INVBACK", "INVTOP", "INVPOP", "INVPOP2",
"INVPBAK", "INVPBAK2",
"INVFONG0", "INVFONG1", "INVFONG2", "INVFONG3", "INVFONG4",
"INVFONG5", "INVFONG6", "INVFONG7", "INVFONG8", "INVFONG9",
"INVFONG%",
"INVFONY0", "INVFONY1", "INVFONY2", "INVFONY3", "INVFONY4",
"INVFONY5", "INVFONY6", "INVFONY7", "INVFONY8", "INVFONY9",
"INVFONY%",
"I_COMM", "I_MDKT", "I_ARM1", "I_ARM2", ""
};
for(int i = 0; i <= imgNEGATIVE; i++)
{
Images[i] = TexMan.CheckForTexture(strifeLumpNames[i], TexMan.TYPE_MiscPatch);
}
CursorImage = Images[imgINVCURS].IsValid() ? imgINVCURS : imgCURSOR01;
CurrentPop = POP_None;
PendingPop = POP_NoChange;
PopHeight = 0;
KeyPopPos = 0;
KeyPopScroll = 0;
ItemFlash = 0;
}
override void Tick ()
{
Super.Tick ();
if (ItemFlash > 0)
{
ItemFlash -= 1/14.;
if (ItemFlash < 0)
{
ItemFlash = 0;
}
}
PopHeightChange = 0;
if (PendingPop != POP_NoChange)
{
if (PopHeight < 0)
{
PopHeightChange = POP_HEIGHT / POP_TIME;
PopHeight += POP_HEIGHT / POP_TIME;
}
else
{
CurrentPop = PendingPop;
PendingPop = POP_NoChange;
}
}
else
{
if (CurrentPop == POP_None)
{
PopHeight = 0;
}
else if (PopHeight > -POP_HEIGHT)
{
PopHeight -= POP_HEIGHT / POP_TIME;
if (PopHeight < -POP_HEIGHT)
{
PopHeight = -POP_HEIGHT;
}
else
{
PopHeightChange = -POP_HEIGHT / POP_TIME;
}
}
if (KeyPopScroll > 0)
{
KeyPopScroll -= 280 / KEY_TIME;
if (KeyPopScroll < 0)
{
KeyPopScroll = 0;
}
}
}
}
override void FlashItem (Class<Inventory> itemtype)
{
ItemFlash = 0.75;
}
private void FillBar(int x, int y, int start, int stopp, Color color1, Color color2)
{
// right now there is no function to draw this.
// The old code used a crude texture hack to work arounf this omission.
}
protected void DrawHealthBar(int health, int x, int y)
{
Color green1 = Color(180, 228, 128); // light green
Color green2 = Color(128, 180, 80); // dark green
Color blue1 = Color(196, 204, 252); // light blue
Color blue2 = Color(148, 152, 200); // dark blue
Color gold1 = Color(224, 188, 0); // light gold
Color gold2 = Color(208, 128, 0); // dark gold
Color red1 = Color(216, 44, 44); // light red
Color red2 = Color(172, 28, 28); // dark red
if (health == 999)
{
FillBar (x, y, 0, 200, gold1, gold2);
}
else
{
if (health <= 100)
{
if (health <= 10)
{
FillBar (x, y, 0, health*2, red1, red2);
}
else if (health <= 20)
{
FillBar (x, y, 0, health*2, gold1, gold2);
}
else
{
FillBar (x, y, 0, health, green1, green2);
}
FillBar (x, y, health, 200, 0, 0);
}
else
{
int stopp = 100 - (health - 100);
FillBar (x, y, 0, stopp*2, green1, green2);
FillBar (x, y, stopp*2, 200, blue1, blue2);
}
}
}
protected void DrawMainBar (double TicFrac)
{
Inventory item;
int i;
// Pop screen (log, keys, and status)
if (CurrentPop != POP_None && PopHeight < 0)
{
DrawPopScreen (Scaled ? (ST_Y - 8) * screen.GetHeight() / 200 : ST_Y - 8, TicFrac);
}
DrawImage (Images[imgINVBACK], 0, 0);
DrawImage (Images[imgINVTOP], 0, -8);
// Health
DrINumber (CPlayer.health, 79, -6, imgFONG0);
int points;
if (CPlayer.cheats & CF_GODMODE)
{
points = 999;
}
else
{
points = min(CPlayer.health, 200);
}
DrawHealthBar (points, 49, 4);
DrawHealthBar (points, 49, 7);
// Armor
item = CPlayer.mo.FindInventory('BasicArmor');
if (item != NULL && item.Amount > 0)
{
DrawImage (item.Icon, 2, 9);
DrINumber (item.Amount, 27, 23, imgFONY0);
}
// Ammo
Inventory ammo1, ammo2;
int ammocount1, ammocount2;
[ammo1, ammo2, ammocount1, ammocount2] = GetCurrentAmmo ();
if (ammo1 != NULL)
{
DrINumber (ammo1.Amount, 311, -6, imgFONG0);
DrawImage (ammo1.Icon, 290, 13);
}
// Sigil
item = CPlayer.mo.FindInventory('Sigil');
if (item != NULL)
{
DrawImage (item.Icon, 253, 7);
}
// Inventory
CPlayer.inventorytics = 0;
CPlayer.mo.InvFirst = ValidateInvFirst (6);
i = 0;
for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
{
if (item == CPlayer.mo.InvSel)
{
screen.DrawTexture (Images[CursorImage], true,
42 + 35*i + ST_X, 12 + ST_Y,
DTA_Bottom320x200, Scaled,
DTA_Alpha, 1. - ItemFlash);
}
if (item.Icon.isValid())
{
DrawDimImage (item.Icon, 48 + 35*i, 14, item.Amount <= 0);
}
DrINumber (item.Amount, 74 + 35*i, 23, imgFONY0);
i++;
}
}
protected void DrawFullScreenStuff ()
{
// Draw health
DrINumberOuter (CPlayer.health, 4, -10, false, 7);
screen.DrawTexture (Images[imgMEDI], true, 14, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
// Draw armor
let armor = CPlayer.mo.FindInventory('BasicArmor');
if (armor != NULL && armor.Amount != 0)
{
DrINumberOuter (armor.Amount, 35, -10, false, 7);
screen.DrawTexture (armor.Icon, true, 45, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
}
// Draw ammo
Inventory ammo1, ammo2;
int ammocount1, ammocount2;
[ammo1, ammo2, ammocount1, ammocount2] = GetCurrentAmmo ();
if (ammo1 != NULL)
{
// Draw primary ammo in the bottom-right corner
DrINumberOuter (ammo1.Amount, -23, -10, false, 7);
screen.DrawTexture (ammo1.Icon, true, -14, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
if (ammo2 != NULL && ammo1!=ammo2)
{
// Draw secondary ammo just above the primary ammo
DrINumberOuter (ammo2.Amount, -23, -48, false, 7);
screen.DrawTexture (ammo2.Icon, -14, -55,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true);
}
}
if (deathmatch)
{ // Draw frags (in DM)
DrBNumberOuterFont (CPlayer.fragcount, -44, 1);
}
// Draw inventory
if (CPlayer.inventorytics == 0)
{
if (CPlayer.mo.InvSel != null)
{
if (ItemFlash > 0)
{
vector2 size = TexMan.GetScaledSize(Images[CursorImage]);
screen.DrawTexture (Images[CursorImage], true, -28, -15,
DTA_HUDRules, HUD_Normal,
DTA_LeftOffsetF, size.X,
DTA_TopOffsetF, size.Y,
DTA_Alpha, ItemFlash);
}
DrINumberOuter (CPlayer.mo.InvSel.Amount, -51, -10, false, 7);
screen.DrawTexture (CPlayer.mo.InvSel.Icon, true, -42, -17,
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
DTA_ColorOverlay, CPlayer.mo.InvSel.Amount > 0 ? 0 : Color(170, 0, 0, 0));
}
}
else
{
CPlayer.mo.InvFirst = ValidateInvFirst (6);
int i = 0;
Inventory item;
if (CPlayer.mo.InvFirst != NULL)
{
for (item = CPlayer.mo.InvFirst; item != NULL && i < 6; item = item.NextInv())
{
if (item == CPlayer.mo.InvSel)
{
screen.DrawTexture (Images[CursorImage], true, -100+i*35, -21,
DTA_HUDRules, HUD_HorizCenter,
DTA_Alpha, 0.75);
}
if (item.Icon.isValid())
{
screen.DrawTexture (item.Icon, true, -94 + i*35, -19,
DTA_HUDRules, HUD_HorizCenter,
DTA_ColorOverlay, CPlayer.mo.InvSel.Amount > 0 ? 0 : Color(170, 0, 0, 0));
}
DrINumberOuter (item.Amount, -89 + i*35, -10, true, 7);
++i;
}
}
}
}
protected void DrawPopScreen (int bottom, double TicFrac)
{
String buff;
String label;
int i;
Inventory item;
int xscale, yscale, left, top;
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
// Extrapolate the height of the popscreen for smoother movement
int height = clamp (PopHeight + int(TicFrac * PopHeightChange), -POP_HEIGHT, 0);
xscale = CleanXfac;
yscale = CleanYfac;
left = screen.GetWidth()/2 - 160*CleanXfac;
top = bottom + height * yscale;
screen.DrawTexture (Images[back], true, left, top, DTA_CleanNoMove, true, DTA_Alpha, 0.75);
screen.DrawTexture (Images[bars], true, left, top, DTA_CleanNoMove, true);
switch (CurrentPop)
{
case POP_Log:
{
int seconds = Thinker.Tics2Seconds(level.time);
// Draw the latest log message.
buff = String.Format("%02d:%02d:%02d",
seconds / 3600,
(seconds % 3600) / 60,
(seconds) % 60);
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 210 * xscale, top + 8 * yscale, buff,
DTA_CleanNoMove, true);
if (CPlayer.LogText.Length() > 0)
{
BrokenLines lines = SmallFont2.BreakLines(CPlayer.LogText, 272);
for (i = 0; i < lines.Count(); ++i)
{
screen.DrawText(SmallFont2, Font.CR_UNTRANSLATED, left + 24 * xscale, top + (18 + i * 12)*yscale,
lines.StringAt(i), DTA_CleanNoMove, true);
}
}
break;
}
case POP_Keys:
// List the keys the player has.
int pos, endpos, leftcol;
int clipleft, clipright;
pos = KeyPopPos;
endpos = pos + 10;
leftcol = 20;
clipleft = left + 17*xscale;
clipright = left + (320-17)*xscale;
if (KeyPopScroll > 0)
{
// Extrapolate the scroll position for smoother scrolling
int scroll = MAX (0, KeyPopScroll - int(TicFrac * (280./KEY_TIME)));
pos -= 10;
leftcol = leftcol - 280 + scroll;
}
i = 0;
for (item = CPlayer.mo.Inv; i < endpos && item != NULL; item = item.Inv)
{
if (!(item is "Key"))
continue;
if (i < pos)
{
i++;
continue;
}
label = item.GetTag();
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
int rownum = (i % 5) * 18;
screen.DrawTexture (item.Icon, true,
left + (colnum * 140 + leftcol)*xscale,
top + (6 + rownum)*yscale,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright);
screen.DrawText (SmallFont2, Font.CR_UNTRANSLATED,
left + (colnum * 140 + leftcol + 17)*xscale,
top + (11 + rownum)*yscale,
label,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright);
i++;
}
break;
case POP_Status:
// Show miscellaneous status items.
// Print stats
DrINumber2 (CPlayer.mo.accuracy, left+268*xscale, top+28*yscale, 7*xscale, imgFONY0);
DrINumber2 (CPlayer.mo.stamina, left+268*xscale, top+52*yscale, 7*xscale, imgFONY0);
// How many keys does the player have?
i = 0;
for (item = CPlayer.mo.Inv; item != NULL; item = item.Inv)
{
if (item is "Key")
{
i++;
}
}
DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
// Does the player have a communicator?
item = CPlayer.mo.FindInventory ("Communicator");
if (item != NULL)
{
screen.DrawTexture (item.Icon, true,
left + 280*xscale,
top + 74*yscale,
DTA_CleanNoMove, true);
}
// How much ammo does the player have?
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 DrINumber (int val, int x, int y, int imgBase) const
{
x -= 7;
if (val == 0)
{
DrawImage (Images[imgBase], x, y);
}
else
{
while (val != 0)
{
DrawImage (Images[imgBase+val%10], x, y);
val /= 10;
x -= 7;
}
}
}
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;
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrINumberOuter
//
// Draws a number outside the status bar, possibly scaled.
//
//---------------------------------------------------------------------------
void DrINumberOuter(int val, int x, int y, bool center, int w) const
{
bool negative = false;
x += w * 2;
if (val < 0)
{
negative = true;
val = -val;
}
else if (val == 0)
{
screen.DrawTexture(Images[imgINumbers], true, x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
screen.DrawTexture(Images[imgINumbers], true, x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
return;
}
int oval = val;
int ox = x;
// First the shadow
while (val != 0)
{
screen.DrawTexture(Images[imgINumbers + val % 10], true, x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
x -= w;
val /= 10;
}
if (negative)
{
screen.DrawTexture(Images[imgNEGATIVE], true, x + 1, y + 1,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
}
// Then the real deal
val = oval;
x = ox;
while (val != 0)
{
screen.DrawTexture(Images[imgINumbers + val % 10], true, x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
x -= w;
val /= 10;
}
if (negative)
{
screen.DrawTexture(Images[imgNEGATIVE], true, x, y,
DTA_HUDRules, center ? HUD_HorizCenter : HUD_Normal);
}
}
//---------------------------------------------------------------------------
//
// PROC DrBNumberOuter
//
// Draws a three digit number using the real big font outside the status bar.
//
//---------------------------------------------------------------------------
void DrBNumberOuterFont(int val, int x, int y, int size = 3) const
{
int v;
bool negative = false;
TextureID pic;
int w = BigFont.GetCharWidth("0");
int ww = w;
if (w > 1)
{
w--;
}
int xpos = x + w / 2 + (size - 1)*w;
if (val == 0)
{
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2 + 2, y + 2, "0",
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0);
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2, y, "0",
DTA_HUDRules, HUD_Normal);
return;
}
else if (val < 0)
{
negative = true;
val = -val;
}
int oval = val;
int oxpos = xpos;
// First the shadow
while (val != 0)
{
v = BigFont.GetCharWidth(int("0") + val % 10);
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2 + 2, y + 2,
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0);
val /= 10;
xpos -= w;
}
if (negative)
{
v = BigFont.GetCharWidth("-");
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2 + 2, y + 2, "-",
DTA_HUDRules, HUD_Normal,
DTA_Alpha, HR_SHADOW,
DTA_FillColor, 0);
}
// Then the foreground number
val = oval;
xpos = oxpos;
while (val != 0)
{
v = BigFont.GetCharWidth(int("0") + val % 10);
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2, y, "0", DTA_HUDRules, HUD_Normal);
val /= 10;
xpos -= w;
}
if (negative)
{
v = BigFont.GetCharWidth("-");
screen.DrawChar(BigFont, Font.CR_UNTRANSLATED, xpos - v / 2, y, "-", DTA_HUDRules, HUD_Normal);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an image with the status bar's upper-left corner as the origin.
//
//---------------------------------------------------------------------------
void DrawImage(TextureID img, int x, int y) const
{
if (img.IsValid())
{
screen.DrawTexture(img, true, x + ST_X, y + ST_Y, DTA_Bottom320x200, Scaled);
}
}
//---------------------------------------------------------------------------
//
// PROC DrawImage
//
// Draws an optionally dimmed image with the status bar's upper-left corner
// as the origin.
//
//---------------------------------------------------------------------------
void DrawDimImage(TextureID img, int x, int y, bool dimmed) const
{
if (img.IsValid())
{
screen.DrawTexture(img, true, x + ST_X, y + ST_Y, DTA_ColorOverlay, dimmed ? Color(170, 0, 0, 0) : 0, DTA_Bottom320x200, Scaled);
}
}
}