mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 22:11:09 +00:00
b3ada01bbd
SVN r4002 (trunk)
1018 lines
29 KiB
C++
1018 lines
29 KiB
C++
/*
|
|
** Enhanced heads up 'overlay' for fullscreen
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2003-2008 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
// NOTE: Some stuff in here might seem a little redundant but I wanted this
|
|
// to be as true as possible to my original intent which means that it
|
|
// only uses that code from ZDoom's status bar that is the same as any
|
|
// copy would be.
|
|
|
|
#include "doomtype.h"
|
|
#include "v_video.h"
|
|
#include "gi.h"
|
|
#include "c_cvars.h"
|
|
#include "w_wad.h"
|
|
#include "a_keys.h"
|
|
#include "sbar.h"
|
|
#include "sc_man.h"
|
|
#include "templates.h"
|
|
#include "p_local.h"
|
|
#include "doomstat.h"
|
|
#include "g_level.h"
|
|
|
|
|
|
#define HUMETA_AltIcon 0x10f000
|
|
|
|
EXTERN_CVAR(Bool,am_follow)
|
|
EXTERN_CVAR (Int, con_scaletext)
|
|
EXTERN_CVAR (Bool, idmypos)
|
|
|
|
EXTERN_CVAR (Bool, am_showtime)
|
|
EXTERN_CVAR (Bool, am_showtotaltime)
|
|
|
|
CVAR(Int,hud_althudscale, 2, CVAR_ARCHIVE) // Scale the hud to 640x400?
|
|
CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
|
|
|
|
// These are intentionally not the same as in the automap!
|
|
CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
|
|
CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD
|
|
CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
|
|
CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
|
|
CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
|
|
|
|
CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
|
|
CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
|
|
CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
|
|
CVAR (Int, hud_health_yellow, 50, CVAR_ARCHIVE) // health amount less than which status is yellow
|
|
CVAR (Int, hud_health_green, 100, CVAR_ARCHIVE) // health amount above is blue, below is green
|
|
CVAR (Int, hud_armor_red, 25, CVAR_ARCHIVE) // armor amount less than which status is red
|
|
CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than which status is yellow
|
|
CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
|
|
|
|
CVAR (Bool, hud_berserk_health, true, CVAR_ARCHIVE); // when found berserk pack instead of health box
|
|
|
|
CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
|
|
CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
|
|
CVAR (Int, hudcolor_ltim, CR_ORANGE, CVAR_ARCHIVE) // color of single level time
|
|
CVAR (Int, hudcolor_ttim, CR_GOLD, CVAR_ARCHIVE) // color of total time
|
|
CVAR (Int, hudcolor_xyco, CR_GREEN, CVAR_ARCHIVE) // color of coordinates
|
|
|
|
CVAR (Int, hudcolor_statnames, CR_RED, CVAR_ARCHIVE) // For the letters before the stats
|
|
CVAR (Int, hudcolor_stats, CR_GREEN, CVAR_ARCHIVE) // For the stats values themselves
|
|
|
|
|
|
CVAR(Bool, map_point_coordinates, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // show player or map coordinates?
|
|
|
|
static FFont * HudFont; // The font for the health and armor display
|
|
static FFont * IndexFont; // The font for the inventory indices
|
|
|
|
// Icons
|
|
static FTexture * healthpic; // Health icon
|
|
static FTexture * berserkpic; // Berserk icon (Doom only)
|
|
static FTexture * fragpic; // Frags icon
|
|
static FTexture * invgems[4]; // Inventory arrows
|
|
|
|
static int hudwidth, hudheight; // current width/height for HUD display
|
|
static int statspace;
|
|
|
|
void AM_GetPosition(fixed_t & x, fixed_t & y);
|
|
|
|
|
|
FTextureID GetHUDIcon(const PClass *cls)
|
|
{
|
|
FTextureID tex;
|
|
tex.texnum = cls->Meta.GetMetaInt(HUMETA_AltIcon, 0);
|
|
return tex;
|
|
}
|
|
|
|
void SetHUDIcon(PClass *cls, FTextureID tex)
|
|
{
|
|
cls->Meta.SetMetaInt(HUMETA_AltIcon, tex.GetIndex());
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draws an image into a box with its bottom center at the bottom
|
|
// center of the box. The image is scaled down if it doesn't fit
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, int trans=0xc000)
|
|
{
|
|
double scale1, scale2;
|
|
|
|
if (tex)
|
|
{
|
|
int texwidth=tex->GetWidth();
|
|
int texheight=tex->GetHeight();
|
|
|
|
if (w<texwidth) scale1=(double)w/texwidth;
|
|
else scale1=1.0f;
|
|
if (h<texheight) scale2=(double)h/texheight;
|
|
else scale2=1.0f;
|
|
if (scale2<scale1) scale1=scale2;
|
|
|
|
x+=w>>1;
|
|
y+=h;
|
|
|
|
w=(int)(texwidth*scale1);
|
|
h=(int)(texheight*scale1);
|
|
|
|
screen->DrawTexture(tex, x, y,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
|
|
DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1, TAG_DONE);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draws a text but uses a fixed width for all characters
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawHudText(FFont *font, int color, char * text, int x, int y, int trans=0xc000)
|
|
{
|
|
int zerowidth;
|
|
FTexture *tex_zero = font->GetChar('0', &zerowidth);
|
|
|
|
x+=zerowidth/2;
|
|
for(int i=0;text[i];i++)
|
|
{
|
|
int width;
|
|
FTexture *texc = font->GetChar(text[i], &width);
|
|
if (texc != NULL)
|
|
{
|
|
double offset = texc->GetScaledTopOffsetDouble()
|
|
- tex_zero->GetScaledTopOffsetDouble()
|
|
+ tex_zero->GetScaledHeightDouble();
|
|
|
|
screen->DrawChar(font, color, x, y, text[i],
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
|
|
DTA_LeftOffset, width/2, DTA_TopOffsetF, offset,
|
|
/*DTA_CenterBottomOffset, 1,*/ TAG_DONE);
|
|
}
|
|
x += zerowidth;
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draws a number with a fixed width for all digits
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawHudNumber(FFont *font, int color, int num, int x, int y, int trans=0xc000)
|
|
{
|
|
char text[15];
|
|
|
|
mysnprintf(text, countof(text), "%d", num);
|
|
DrawHudText(font, color, text, x, y, trans);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// draw the status (number of kills etc)
|
|
//
|
|
//===========================================================================
|
|
|
|
static void DrawStatLine(int x, int &y, const char *prefix, const char *string)
|
|
{
|
|
y -= SmallFont->GetHeight()-1;
|
|
screen->DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
|
|
|
|
screen->DrawText(SmallFont, hudcolor_stats, x+statspace, y, string,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
|
|
}
|
|
|
|
static void DrawStatus(player_t * CPlayer, int x, int y)
|
|
{
|
|
char tempstr[50];
|
|
|
|
if (hud_showscore)
|
|
{
|
|
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->Score);
|
|
DrawStatLine(x, y, "Sc:", tempstr);
|
|
}
|
|
|
|
if (hud_showstats)
|
|
{
|
|
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->accuracy);
|
|
DrawStatLine(x, y, "Ac:", tempstr);
|
|
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->stamina);
|
|
DrawStatLine(x, y, "St:", tempstr);
|
|
}
|
|
|
|
if (!deathmatch)
|
|
{
|
|
// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
|
|
// work in cooperative hub games
|
|
if (hud_showsecrets)
|
|
{
|
|
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets);
|
|
DrawStatLine(x, y, "S:", tempstr);
|
|
}
|
|
|
|
if (hud_showitems)
|
|
{
|
|
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items);
|
|
DrawStatLine(x, y, "I:", tempstr);
|
|
}
|
|
|
|
if (hud_showmonsters)
|
|
{
|
|
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters);
|
|
DrawStatLine(x, y, "K:", tempstr);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// draw health
|
|
//
|
|
//===========================================================================
|
|
|
|
static void DrawHealth(player_t *CPlayer, int x, int y)
|
|
{
|
|
int health = CPlayer->health;
|
|
|
|
// decide on the color first
|
|
int fontcolor =
|
|
health < hud_health_red ? CR_RED :
|
|
health < hud_health_yellow ? CR_GOLD :
|
|
health <= hud_health_green ? CR_GREEN :
|
|
CR_BLUE;
|
|
|
|
const bool haveBerserk = hud_berserk_health
|
|
&& NULL != berserkpic
|
|
&& NULL != CPlayer->mo->FindInventory< APowerStrength >();
|
|
|
|
DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
|
|
DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Draw Armor.
|
|
// very similar to drawhealth, but adapted to handle Hexen armor too
|
|
//
|
|
//===========================================================================
|
|
|
|
static void DrawArmor(ABasicArmor * barmor, AHexenArmor * harmor, int x, int y)
|
|
{
|
|
int ap = 0;
|
|
int bestslot = 4;
|
|
|
|
if (harmor)
|
|
{
|
|
int ac = (harmor->Slots[0] + harmor->Slots[1] + harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4]);
|
|
ac >>= FRACBITS;
|
|
ap += ac;
|
|
|
|
if (ac)
|
|
{
|
|
// Find the part of armor that protects the most
|
|
bestslot = 0;
|
|
for (int i = 1; i < 4; ++i)
|
|
{
|
|
if (harmor->Slots[i] > harmor->Slots[bestslot])
|
|
{
|
|
bestslot = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (barmor)
|
|
{
|
|
ap += barmor->Amount;
|
|
}
|
|
|
|
if (ap)
|
|
{
|
|
// decide on color
|
|
int fontcolor =
|
|
ap < hud_armor_red ? CR_RED :
|
|
ap < hud_armor_yellow ? CR_GOLD :
|
|
ap <= hud_armor_green ? CR_GREEN :
|
|
CR_BLUE;
|
|
|
|
|
|
// Use the sprite of one of the predefined Hexen armor bonuses.
|
|
// This is not a very generic approach, but it is not possible
|
|
// to truly create new types of Hexen armor bonus items anyway.
|
|
if (harmor && bestslot < 4)
|
|
{
|
|
char icon[] = "AR_1A0";
|
|
switch (bestslot)
|
|
{
|
|
case 1: icon[3] = '2'; break;
|
|
case 2: icon[3] = '3'; break;
|
|
case 3: icon[3] = '4'; break;
|
|
default: break;
|
|
}
|
|
DrawImageToBox(TexMan.FindTexture(icon, FTexture::TEX_Sprite), x, y, 31, 17);
|
|
}
|
|
else if (barmor) DrawImageToBox(TexMan[barmor->Icon], x, y, 31, 17);
|
|
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// KEYS
|
|
//
|
|
//===========================================================================
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// create a sorted list of the defined keys so
|
|
// this doesn't have to be done each frame
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
static TArray<const PClass*> KeyTypes, UnassignedKeyTypes;
|
|
|
|
static int STACK_ARGS ktcmp(const void * a, const void * b)
|
|
{
|
|
AKey * key1 = (AKey*)GetDefaultByType ( *(const PClass**)a );
|
|
AKey * key2 = (AKey*)GetDefaultByType ( *(const PClass**)b );
|
|
return key1->KeyNumber - key2->KeyNumber;
|
|
}
|
|
|
|
static void SetKeyTypes()
|
|
{
|
|
for(unsigned int i=0;i<PClass::m_Types.Size();i++)
|
|
{
|
|
const PClass * ti = PClass::m_Types[i];
|
|
|
|
if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
|
|
{
|
|
AKey * key = (AKey*)GetDefaultByType(ti);
|
|
|
|
if (key->Icon.isValid() && key->KeyNumber>0)
|
|
{
|
|
KeyTypes.Push(ti);
|
|
}
|
|
else
|
|
{
|
|
UnassignedKeyTypes.Push(ti);
|
|
}
|
|
}
|
|
}
|
|
if (KeyTypes.Size())
|
|
{
|
|
qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
|
|
}
|
|
else
|
|
{
|
|
// Don't leave the list empty
|
|
const PClass * ti = RUNTIME_CLASS(AKey);
|
|
KeyTypes.Push(ti);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw one key
|
|
//
|
|
// Regarding key icons, Doom's are too small, Heretic doesn't have any,
|
|
// for Hexen the in-game sprites look better and for Strife it doesn't matter
|
|
// so always use the spawn state's sprite instead of the icon here unless an
|
|
// override is specified in ALTHUDCF.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
|
|
{
|
|
FTextureID icon = FNullTextureID();
|
|
FTextureID AltIcon = GetHUDIcon(inv->GetClass());
|
|
|
|
if (!AltIcon.Exists()) return;
|
|
|
|
if (AltIcon.isValid())
|
|
{
|
|
icon = AltIcon;
|
|
}
|
|
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
|
|
{
|
|
FState * state = inv->SpawnState;
|
|
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
|
|
{
|
|
spritedef_t * sprdef = &sprites[state->sprite];
|
|
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
|
|
icon = sprframe->Texture[0];
|
|
}
|
|
}
|
|
if (icon.isNull()) icon = inv->Icon;
|
|
|
|
if (icon.isValid())
|
|
{
|
|
x -= 9;
|
|
DrawImageToBox(TexMan[icon], x, y, 8, 10);
|
|
c++;
|
|
if (c>=10)
|
|
{
|
|
x=xo;
|
|
y-=11;
|
|
c=0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw all keys
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static int DrawKeys(player_t * CPlayer, int x, int y)
|
|
{
|
|
int yo=y;
|
|
int xo=x;
|
|
int i;
|
|
int c=0;
|
|
AInventory * inv;
|
|
|
|
if (!deathmatch)
|
|
{
|
|
if (KeyTypes.Size()==0) SetKeyTypes();
|
|
|
|
// First all keys that are assigned to locks (in reverse order of definition)
|
|
for(i=KeyTypes.Size()-1;i>=0;i--)
|
|
{
|
|
if ((inv=CPlayer->mo->FindInventory(KeyTypes[i])))
|
|
{
|
|
DrawOneKey(xo, x, y, c, inv);
|
|
}
|
|
}
|
|
// And now the rest
|
|
for(i=UnassignedKeyTypes.Size()-1;i>=0;i--)
|
|
{
|
|
if ((inv=CPlayer->mo->FindInventory(UnassignedKeyTypes[i])))
|
|
{
|
|
DrawOneKey(xo, x, y, c, inv);
|
|
}
|
|
}
|
|
}
|
|
if (x==xo && y!=yo) y+=11;
|
|
return y-11;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Drawing Ammo
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
static TArray<const PClass *> orderedammos;
|
|
|
|
static void AddAmmoToList(AWeapon * weapdef)
|
|
{
|
|
|
|
for(int i=0; i<2;i++)
|
|
{
|
|
const PClass * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
|
|
if (ti)
|
|
{
|
|
AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
|
|
|
|
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
|
|
{
|
|
unsigned int j;
|
|
|
|
for(j=0;j<orderedammos.Size();j++)
|
|
{
|
|
if (ti == orderedammos[j]) break;
|
|
}
|
|
if (j==orderedammos.Size()) orderedammos.Push(ti);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static int DrawAmmo(player_t *CPlayer, int x, int y)
|
|
{
|
|
|
|
int i,j,k;
|
|
char buf[256];
|
|
AInventory *inv;
|
|
|
|
AWeapon *wi=CPlayer->ReadyWeapon;
|
|
|
|
orderedammos.Clear();
|
|
|
|
// Order ammo by use of weapons in the weapon slots
|
|
// Do not check for actual presence in the inventory!
|
|
// We want to show all ammo types that can be used by
|
|
// the weapons in the weapon slots.
|
|
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
|
|
{
|
|
const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
|
|
|
|
if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
|
|
}
|
|
|
|
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
|
|
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
|
|
{
|
|
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
AddAmmoToList((AWeapon*)inv);
|
|
}
|
|
}
|
|
|
|
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
|
|
|
|
int def_width = ConFont->StringWidth("000/000");
|
|
x-=def_width;
|
|
int yadd = ConFont->GetHeight();
|
|
|
|
for(i=orderedammos.Size()-1;i>=0;i--)
|
|
{
|
|
|
|
const PClass * type = orderedammos[i];
|
|
AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);
|
|
|
|
AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
|
|
FTextureID AltIcon = GetHUDIcon(type);
|
|
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
|
|
if (!icon.isValid()) continue;
|
|
|
|
int trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0xc000:0x6000;
|
|
|
|
int maxammo = inv->MaxAmount;
|
|
int ammo = ammoitem? ammoitem->Amount : 0;
|
|
|
|
mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);
|
|
|
|
int tex_width= clamp<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
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
FTextureID GetWeaponIcon(AWeapon *weapon) // This function is also used by SBARINFO
|
|
{
|
|
FTextureID AltIcon = GetHUDIcon(weapon->GetClass());
|
|
FState * state=NULL, *ReadyState;
|
|
|
|
FTextureID 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];
|
|
}
|
|
}
|
|
return picnum;
|
|
}
|
|
|
|
|
|
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
|
|
{
|
|
int trans;
|
|
|
|
// 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;
|
|
}
|
|
|
|
FTextureID picnum = GetWeaponIcon(weapon);
|
|
|
|
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 DrawHUD()
|
|
{
|
|
player_t * CPlayer = StatusBar->CPlayer;
|
|
|
|
players[consoleplayer].inventorytics = 0;
|
|
if (hud_althudscale && SCREENWIDTH>640)
|
|
{
|
|
hudwidth=SCREENWIDTH/2;
|
|
if (hud_althudscale == 2)
|
|
{
|
|
// Optionally just double the pixels to reduce scaling artifacts.
|
|
hudheight=SCREENHEIGHT/2;
|
|
}
|
|
else
|
|
{
|
|
if (WidescreenRatio == 4)
|
|
{
|
|
hudheight = hudwidth * 30 / BaseRatioSizes[WidescreenRatio][3]; // BaseRatioSizes is inverted for this mode
|
|
}
|
|
else
|
|
{
|
|
hudheight = hudwidth * 30 / (48*48/BaseRatioSizes[WidescreenRatio][3]);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hudwidth=SCREENWIDTH;
|
|
hudheight=SCREENHEIGHT;
|
|
}
|
|
|
|
if (!automapactive)
|
|
{
|
|
int i;
|
|
|
|
// No HUD in the title level!
|
|
if (gamestate == GS_TITLELEVEL || !CPlayer) return;
|
|
|
|
if (!deathmatch) DrawStatus(CPlayer, 5, hudheight-50);
|
|
else
|
|
{
|
|
DrawStatus(CPlayer, 5, hudheight-75);
|
|
DrawFrags(CPlayer, 5, hudheight-70);
|
|
}
|
|
DrawHealth(CPlayer, 5, hudheight-45);
|
|
DrawArmor(CPlayer->mo->FindInventory<ABasicArmor>(),
|
|
CPlayer->mo->FindInventory<AHexenArmor>(), 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");
|
|
berserkpic = TexMan.FindTexture("PSTRA0");
|
|
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 if (sc.Compare("Berserk"))
|
|
{
|
|
sc.MustGetString();
|
|
FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
|
|
if (tex.isValid()) berserkpic = 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|