qzdoom-gpl/src/g_shared/sbarinfo_display.cpp
Christoph Oelckers e18111ce5f - added 2 SBARINFO patches.
SVN r1211 (trunk)
2008-09-10 23:16:26 +00:00

1625 lines
49 KiB
C++

/*
** sbarinfo_display.cpp
**
** Contains all functions required for the display of custom statusbars.
**
**---------------------------------------------------------------------------
** Copyright 2008 Braden Obrzut
** 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.
**---------------------------------------------------------------------------
**
*/
#include "doomtype.h"
#include "doomstat.h"
#include "v_font.h"
#include "v_video.h"
#include "sbar.h"
#include "r_defs.h"
#include "w_wad.h"
#include "m_random.h"
#include "d_player.h"
#include "st_stuff.h"
#include "r_local.h"
#include "m_swap.h"
#include "a_keys.h"
#include "templates.h"
#include "i_system.h"
#include "sbarinfo.h"
#include "gi.h"
#include "r_translate.h"
#include "r_main.h"
#include "a_weaponpiece.h"
#include "a_strifeglobal.h"
static FRandom pr_chainwiggle; //use the same method of chain wiggling as heretic.
#define ST_RAMPAGETIME (TICRATE*2)
#define ARTIFLASH_OFFSET (invBarOffset+6)
EXTERN_CVAR(Int, fraglimit)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, vid_fps)
enum
{
imgARTIBOX,
imgSELECTBOX,
imgCURSOR,
imgINVLFGEM1,
imgINVLFGEM2,
imgINVRTGEM1,
imgINVRTGEM2,
};
//Used for shading
FBarShader::FBarShader(bool vertical, bool reverse) //make an alpha map
{
int i;
Width = vertical ? 2 : 256;
Height = vertical ? 256 : 2;
CalcBitSize();
// Fill the column/row with shading values.
// Vertical shaders have have minimum alpha at the top
// and maximum alpha at the bottom, unless flipped by
// setting reverse to true. Horizontal shaders are just
// the opposite.
if (vertical)
{
if (!reverse)
{
for (i = 0; i < 256; ++i)
{
Pixels[i] = i;
Pixels[256+i] = i;
}
}
else
{
for (i = 0; i < 256; ++i)
{
Pixels[i] = 255 - i;
Pixels[256+i] = 255 -i;
}
}
}
else
{
if (!reverse)
{
for (i = 0; i < 256; ++i)
{
Pixels[i*2] = 255 - i;
Pixels[i*2+1] = 255 - i;
}
}
else
{
for (i = 0; i < 256; ++i)
{
Pixels[i*2] = i;
Pixels[i*2+1] = i;
}
}
}
DummySpan[0].TopOffset = 0;
DummySpan[0].Length = vertical ? 256 : 2;
DummySpan[1].TopOffset = 0;
DummySpan[1].Length = 0;
}
const BYTE *FBarShader::GetColumn(unsigned int column, const Span **spans_out)
{
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + ((column & WidthMask) << HeightBits);
}
const BYTE *FBarShader::GetPixels()
{
return Pixels;
}
void FBarShader::Unload()
{
}
//SBarInfo Display
DSBarInfo::DSBarInfo () : DBaseStatusBar (SBarInfoScript->height),
shader_horz_normal(false, false),
shader_horz_reverse(false, true),
shader_vert_normal(true, false),
shader_vert_reverse(true, true)
{
static const char *InventoryBarLumps[] =
{
"ARTIBOX", "SELECTBO", "INVCURS", "INVGEML1",
"INVGEML2", "INVGEMR1", "INVGEMR2",
"USEARTIA", "USEARTIB", "USEARTIC", "USEARTID",
};
TArray<const char *> patchnames;
patchnames.Resize(SBarInfoScript->Images.Size()+10);
unsigned int i = 0;
for(i = 0;i < SBarInfoScript->Images.Size();i++)
{
patchnames[i] = SBarInfoScript->Images[i];
}
for(i = 0;i < 10;i++)
{
patchnames[i+SBarInfoScript->Images.Size()] = InventoryBarLumps[i];
}
for (i = 0;i < numskins;i++)
{
AddFaceToImageCollection (&skins[i], &Images);
}
invBarOffset = SBarInfoScript->Images.Size();
Images.Init(&patchnames[0], patchnames.Size());
drawingFont = V_GetFont("ConFont");
oldHealth = 0;
oldArmor = 0;
chainWiggle = 0;
artiflash = 4;
currentPopup = POP_None;
pendingPopup = POP_None;
}
DSBarInfo::~DSBarInfo ()
{
Images.Uninit();
}
void DSBarInfo::Draw (EHudState state)
{
DBaseStatusBar::Draw(state);
int hud = STBAR_NORMAL;
if(state == HUD_StatusBar)
{
if(SBarInfoScript->completeBorder) //Fill the statusbar with the border before we draw.
{
FTexture *b = TexMan[gameinfo.border->b];
R_DrawBorder(viewwindowx, viewwindowy + viewheight + b->GetHeight(), viewwindowx + viewwidth, SCREENHEIGHT);
if(screenblocks == 10)
screen->FlatFill(viewwindowx, viewwindowy + viewheight, viewwindowx + viewwidth, viewwindowy + viewheight + b->GetHeight(), b, true);
}
if(SBarInfoScript->automapbar && automapactive)
{
hud = STBAR_AUTOMAP;
}
else
{
hud = STBAR_NORMAL;
}
}
else if(state == HUD_Fullscreen)
{
hud = STBAR_FULLSCREEN;
}
else
{
hud = STBAR_NONE;
}
if(SBarInfoScript->huds[hud].forceScaled) //scale the statusbar
{
SetScaled(true, true);
setsizeneeded = true;
}
doCommands(SBarInfoScript->huds[hud], 0, 0, SBarInfoScript->huds[hud].alpha);
if(CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR))
{
if(state == HUD_StatusBar)
{
// No overlay? Lets cancel it.
if(SBarInfoScript->huds[STBAR_INVENTORY].commands.Size() == 0)
CPlayer->inventorytics = 0;
else
doCommands(SBarInfoScript->huds[STBAR_INVENTORY], 0, 0, SBarInfoScript->huds[STBAR_INVENTORY].alpha);
}
else if(state == HUD_Fullscreen)
{
if(SBarInfoScript->huds[STBAR_INVENTORYFULLSCREEN].commands.Size() == 0)
CPlayer->inventorytics = 0;
else
doCommands(SBarInfoScript->huds[STBAR_INVENTORYFULLSCREEN], 0, 0, SBarInfoScript->huds[STBAR_INVENTORYFULLSCREEN].alpha);
}
}
if(currentPopup != POP_None)
{
int popbar = 0;
if(currentPopup == POP_Log)
popbar = STBAR_POPUPLOG;
else if(currentPopup == POP_Keys)
popbar = STBAR_POPUPKEYS;
else if(currentPopup == POP_Status)
popbar = STBAR_POPUPSTATUS;
doCommands(SBarInfoScript->huds[popbar], SBarInfoScript->popups[currentPopup-1].getXOffset(), SBarInfoScript->popups[currentPopup-1].getYOffset(),
SBarInfoScript->popups[currentPopup-1].getAlpha(SBarInfoScript->huds[popbar].alpha));
}
}
void DSBarInfo::NewGame ()
{
if (CPlayer != NULL)
{
AttachToPlayer (CPlayer);
}
}
void DSBarInfo::AttachToPlayer (player_t *player)
{
DBaseStatusBar::AttachToPlayer(player);
MugShot.CurrentState = NULL;
}
void DSBarInfo::SetMugShotState (const char *state_name, bool wait_till_done, bool reset)
{
MugShot.SetState(state_name, wait_till_done, reset);
}
void DSBarInfo::Tick ()
{
DBaseStatusBar::Tick();
if(level.time & 1)
chainWiggle = pr_chainwiggle() & 1;
if(!SBarInfoScript->interpolateHealth)
{
oldHealth = CPlayer->health;
}
else
{
if(oldHealth > CPlayer->health)
{
oldHealth -= clamp((oldHealth - CPlayer->health) >> 2, 1, SBarInfoScript->interpolationSpeed);
}
else if(oldHealth < CPlayer->health)
{
oldHealth += clamp((CPlayer->health - oldHealth) >> 2, 1, SBarInfoScript->interpolationSpeed);
}
}
AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
if(armor == NULL)
{
oldArmor = 0;
}
else
{
if(!SBarInfoScript->interpolateArmor)
{
oldArmor = armor->Amount;
}
else
{
if(oldArmor > armor->Amount)
{
oldArmor -= clamp((oldArmor - armor->Amount) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
}
else if(oldArmor < armor->Amount)
{
oldArmor += clamp((armor->Amount - oldArmor) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
}
}
}
if(artiflash)
{
artiflash--;
}
MugShot.Tick(CPlayer);
if(currentPopup != POP_None)
{
SBarInfoScript->popups[currentPopup-1].tick();
if(SBarInfoScript->popups[currentPopup-1].opened == false && SBarInfoScript->popups[currentPopup-1].isDoneMoving())
{
currentPopup = pendingPopup;
if(currentPopup != POP_None)
SBarInfoScript->popups[currentPopup-1].open();
}
}
}
void DSBarInfo::ReceivedWeapon(AWeapon *weapon)
{
MugShot.bEvilGrin = true;
}
void DSBarInfo::FlashItem(const PClass *itemtype)
{
artiflash = 4;
}
void DSBarInfo::ShowPop(int popnum)
{
DBaseStatusBar::ShowPop(popnum);
if(popnum != currentPopup)
{
pendingPopup = popnum;
}
else
pendingPopup = POP_None;
if(currentPopup != POP_None)
SBarInfoScript->popups[currentPopup-1].close();
else
{
currentPopup = pendingPopup;
pendingPopup = POP_None;
if(currentPopup != POP_None)
SBarInfoScript->popups[currentPopup-1].open();
}
}
void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int alpha)
{
//prepare ammo counts
AAmmo *ammo1, *ammo2;
int ammocount1, ammocount2;
GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2);
ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
int health = CPlayer->mo->health;
int armorAmount = armor != NULL ? armor->Amount : 0;
if(SBarInfoScript->interpolateHealth)
{
health = oldHealth;
}
if(SBarInfoScript->interpolateArmor)
{
armorAmount = oldArmor;
}
for(unsigned int i = 0;i < block.commands.Size();i++)
{
SBarInfoCommand& cmd = block.commands[i];
switch(cmd.type) //read and execute all the commands
{
case SBARINFO_DRAWSWITCHABLEIMAGE: //draw the alt image if we don't have the item else this is like a normal drawimage
{
// DrawSwitchable image allows 2 or 4 images to be supplied.
// drawAlt toggles these:
// 1 = first image
// 2 = second image
// 3 = thrid image
// 0 = last image
int drawAlt = 0;
if((cmd.flags & DRAWIMAGE_WEAPONSLOT)) //weaponslots
{
drawAlt = 1; //draw off state until we know we have something.
for (int i = 0; i < MAX_WEAPONS_PER_SLOT; i++)
{
const PClass *weap = LocalWeapons.Slots[cmd.value].GetWeapon(i);
if(weap == NULL)
{
continue;
}
else if(CPlayer->mo->FindInventory(weap) != NULL)
{
drawAlt = 0;
break;
}
}
}
else if((cmd.flags & DRAWIMAGE_INVULNERABILITY))
{
if(CPlayer->cheats&CF_GODMODE)
{
drawAlt = 1;
}
}
else if(cmd.flags & DRAWIMAGE_KEYSLOT)
{
bool found1 = false;
bool found2 = false;
drawAlt = 1;
for(AInventory *item = CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
{
if(item->IsKindOf(RUNTIME_CLASS(AKey)))
{
int keynum = static_cast<AKey *>(item)->KeyNumber;
if(keynum == cmd.value)
found1 = true;
if(cmd.flags & DRAWIMAGE_SWITCHABLE_AND && keynum == cmd.special4) // two keys
found2 = true;
}
}
if(cmd.flags & DRAWIMAGE_SWITCHABLE_AND)
{
if(found1 && found2)
drawAlt = 0;
else if(found1)
drawAlt = 2;
else if(found2)
drawAlt = 3;
}
else
{
if(found1)
drawAlt = 0;
}
}
else //check the inventory items and draw selected sprite
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
if(item == NULL || item->Amount == 0)
drawAlt = 1;
if((cmd.flags & DRAWIMAGE_SWITCHABLE_AND))
{
item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[1]));
if((item != NULL && item->Amount != 0) && drawAlt == 0) //both
{
drawAlt = 0;
}
else if((item != NULL && item->Amount != 0) && drawAlt == 1) //2nd
{
drawAlt = 3;
}
else if((item == NULL || item->Amount == 0) && drawAlt == 0) //1st
{
drawAlt = 2;
}
}
}
if(drawAlt != 0) //draw 'off' image
{
if(cmd.special != -1 && drawAlt == 1)
DrawGraphic(Images[cmd.special], cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, !!(cmd.flags & DRAWIMAGE_TRANSLATABLE), false, !!(cmd.flags & (DRAWIMAGE_OFFSET_CENTER|DRAWIMAGE_OFFSET_CENTERBOTTOM)));
else if(cmd.special2 != -1 && drawAlt == 2)
DrawGraphic(Images[cmd.special2], cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, !!(cmd.flags & DRAWIMAGE_TRANSLATABLE), false, !!(cmd.flags & (DRAWIMAGE_OFFSET_CENTER|DRAWIMAGE_OFFSET_CENTERBOTTOM)));
else if(cmd.special3 != -1 && drawAlt == 3)
DrawGraphic(Images[cmd.special3], cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, !!(cmd.flags & DRAWIMAGE_TRANSLATABLE), false,(cmd.flags & (DRAWIMAGE_OFFSET_CENTER|DRAWIMAGE_OFFSET_CENTERBOTTOM)));
break;
}
}
case SBARINFO_DRAWIMAGE:
{
FTexture *texture = NULL;
if((cmd.flags & DRAWIMAGE_PLAYERICON))
texture = TexMan[CPlayer->mo->ScoreIcon];
else if((cmd.flags & DRAWIMAGE_AMMO1))
{
if(ammo1 != NULL)
texture = TexMan[ammo1->Icon];
}
else if((cmd.flags & DRAWIMAGE_AMMO2))
{
if(ammo2 != NULL)
texture = TexMan[ammo2->Icon];
}
else if((cmd.flags & DRAWIMAGE_ARMOR))
{
if(armor != NULL && armor->Amount != 0)
texture = TexMan(armor->Icon);
}
else if((cmd.flags & DRAWIMAGE_WEAPONICON))
{
AWeapon *weapon = CPlayer->ReadyWeapon;
if(weapon != NULL && weapon->Icon.isValid())
{
texture = TexMan[weapon->Icon];
}
}
else if(cmd.flags & DRAWIMAGE_SIGIL)
{
AInventory *item = CPlayer->mo->FindInventory<ASigil>();
if (item != NULL)
texture = TexMan[item->Icon];
}
else if(cmd.flags & DRAWIMAGE_HEXENARMOR)
{
AHexenArmor *harmor = CPlayer->mo->FindInventory<AHexenArmor>();
if (harmor != NULL)
{
if (harmor->Slots[cmd.value] > 0 && harmor->SlotsIncrement[cmd.value] > 0)
{
//combine the alpha values
alpha = fixed_t(((double) alpha / (double) FRACUNIT) * ((double) MIN<fixed_t> (OPAQUE, Scale(harmor->Slots[cmd.value], OPAQUE, harmor->SlotsIncrement[cmd.value])) / (double) OPAQUE) * FRACUNIT);
texture = Images[cmd.image_index];
}
else
break;
}
}
else if((cmd.flags & DRAWIMAGE_INVENTORYICON))
texture = TexMan[cmd.sprite_index];
else if(cmd.image_index >= 0)
texture = Images[cmd.image_index];
// if we reach here with DRAWIMAGE_HEXENARMOR set we know we want it to be dim.
DrawGraphic(texture, cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, !!(cmd.flags & DRAWIMAGE_TRANSLATABLE), false, (cmd.flags & (DRAWIMAGE_OFFSET_CENTER|DRAWIMAGE_OFFSET_CENTERBOTTOM)));
break;
}
case SBARINFO_DRAWNUMBER:
{
int value = cmd.value;
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
if(cmd.flags & DRAWNUMBER_HEALTH)
{
value = health;
if(SBarInfoScript->lowerHealthCap && value < 0) //health shouldn't display negatives
{
value = 0;
}
}
else if(cmd.flags & DRAWNUMBER_ARMOR)
{
value = armorAmount;
}
else if(cmd.flags & DRAWNUMBER_AMMO1)
{
value = ammocount1;
if(ammo1 == NULL) //no ammo, do not draw
{
continue;
}
}
else if(cmd.flags & DRAWNUMBER_AMMO2)
{
value = ammocount2;
if(ammo2 == NULL) //no ammo, do not draw
{
continue;
}
}
else if(cmd.flags & DRAWNUMBER_AMMO)
{
const PClass* ammo = PClass::FindClass(cmd.string[0]);
AInventory* item = CPlayer->mo->FindInventory(ammo);
if(item != NULL)
{
value = item->Amount;
}
else
{
value = 0;
}
}
else if(cmd.flags & DRAWNUMBER_AMMOCAPACITY)
{
const PClass* ammo = PClass::FindClass(cmd.string[0]);
AInventory* item = CPlayer->mo->FindInventory(ammo);
if(item != NULL)
{
value = item->MaxAmount;
}
else
{
value = ((AInventory *)GetDefaultByType(ammo))->MaxAmount;
}
}
else if(cmd.flags & DRAWNUMBER_FRAGS)
value = CPlayer->fragcount;
else if(cmd.flags & DRAWNUMBER_KILLS)
value = level.killed_monsters;
else if(cmd.flags & DRAWNUMBER_MONSTERS)
value = level.total_monsters;
else if(cmd.flags & DRAWNUMBER_ITEMS)
value = level.found_items;
else if(cmd.flags & DRAWNUMBER_TOTALITEMS)
value = level.total_items;
else if(cmd.flags & DRAWNUMBER_SECRETS)
value = level.found_secrets;
else if(cmd.flags & DRAWNUMBER_TOTALSECRETS)
value = level.total_secrets;
else if(cmd.flags & DRAWNUMBER_ARMORCLASS)
{
AHexenArmor *harmor = CPlayer->mo->FindInventory<AHexenArmor>();
if(harmor != NULL)
{
value = harmor->Slots[0] + harmor->Slots[1] +
harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4];
}
//Hexen counts basic armor also so we should too.
if(armor != NULL)
{
value += armor->SavePercent;
}
value /= (5*FRACUNIT);
}
else if(cmd.flags & DRAWNUMBER_GLOBALVAR)
value = ACS_GlobalVars[cmd.value];
else if(cmd.flags & DRAWNUMBER_GLOBALARRAY)
value = ACS_GlobalArrays[cmd.value][consoleplayer];
else if(cmd.flags & DRAWNUMBER_POWERUPTIME)
{
//Get the PowerupType and check to see if the player has any in inventory.
const PClass* powerupType = ((APowerupGiver*) GetDefaultByType(PClass::FindClass(cmd.string[0])))->PowerupType;
APowerup* powerup = (APowerup*) CPlayer->mo->FindInventory(powerupType);
if(powerup != NULL)
{
value = powerup->EffectTics / TICRATE + 1;
}
}
else if(cmd.flags & DRAWNUMBER_INVENTORY)
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
if(item != NULL)
{
value = item->Amount;
}
else
{
value = 0;
}
}
bool fillzeros = !!(cmd.flags & DRAWNUMBER_FILLZEROS);
bool drawshadow = !!(cmd.flags & DRAWNUMBER_DRAWSHADOW);
EColorRange translation = cmd.translation;
if(cmd.special3 != -1 && value <= cmd.special3) //low
translation = cmd.translation2;
else if(cmd.special4 != -1 && value >= cmd.special4) //high
translation = cmd.translation3;
if((cmd.flags & DRAWNUMBER_WHENNOTZERO) && value == 0)
break;
DrawNumber(value, cmd.special, cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, translation, cmd.special2, fillzeros, drawshadow);
break;
}
case SBARINFO_DRAWMUGSHOT:
{
bool xdth = false;
bool animatedgodmode = false;
if(cmd.flags & DRAWMUGSHOT_XDEATHFACE)
xdth = true;
if(cmd.flags & DRAWMUGSHOT_ANIMATEDGODMODE)
animatedgodmode = true;
int stateflags = cmd.flags & (DRAWMUGSHOT_XDEATHFACE | DRAWMUGSHOT_ANIMATEDGODMODE | DRAWMUGSHOT_DISABLEGRIN | DRAWMUGSHOT_DISABLEOUCH | DRAWMUGSHOT_DISABLEPAIN | DRAWMUGSHOT_DISABLERAMPAGE);
DrawFace(cmd.string[0], cmd.special, stateflags, cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets);
break;
}
case SBARINFO_DRAWSELECTEDINVENTORY:
if(CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR))
{
if((cmd.flags & DRAWSELECTEDINVENTORY_ARTIFLASH) && artiflash)
{
DrawGraphic(Images[ARTIFLASH_OFFSET+(4-artiflash)], cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, false, CPlayer->mo->InvSel->Amount <= 0);
}
else
{
DrawGraphic(TexMan(CPlayer->mo->InvSel->Icon), cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, false, CPlayer->mo->InvSel->Amount <= 0);
}
if((cmd.flags & DRAWSELECTEDINVENTORY_ALWAYSSHOWCOUNTER) || CPlayer->mo->InvSel->Amount != 1)
{
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
DrawNumber(CPlayer->mo->InvSel->Amount, 3, cmd.special2, cmd.special3, xOffset, yOffset, alpha, block.fullScreenOffsets, cmd.translation, cmd.special4);
}
}
else if((cmd.flags & DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY))
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
break;
case SBARINFO_DRAWINVENTORYBAR:
{
bool alwaysshow = false;
bool artibox = true;
bool noarrows = false;
bool alwaysshowcounter = false;
if((cmd.flags & DRAWINVENTORYBAR_ALWAYSSHOW))
alwaysshow = true;
if((cmd.flags & DRAWINVENTORYBAR_NOARTIBOX))
artibox = false;
if((cmd.flags & DRAWINVENTORYBAR_NOARROWS))
noarrows = true;
if((cmd.flags & DRAWINVENTORYBAR_ALWAYSSHOWCOUNTER))
alwaysshowcounter = true;
if(cmd.flags & DRAWINVENTORYBAR_TRANSLUCENT)
alpha = fixed_t((((double) alpha / (double) FRACUNIT) * ((double) HX_SHADOW / (double) FRACUNIT)) * FRACUNIT);
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
DrawInventoryBar(cmd.special, cmd.value, cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, alwaysshow, cmd.special2, cmd.special3, cmd.translation, artibox, noarrows, alwaysshowcounter);
break;
}
case SBARINFO_DRAWBAR:
{
if(cmd.image_index == -1 || Images[cmd.image_index] == NULL)
break; //don't draw anything.
bool horizontal = !!((cmd.special2 & DRAWBAR_HORIZONTAL));
bool reverse = !!((cmd.special2 & DRAWBAR_REVERSE));
fixed_t value = 0;
int max = 0;
if(cmd.flags == DRAWNUMBER_HEALTH)
{
value = health;
if(value < 0) //health shouldn't display negatives
{
value = 0;
}
if(!(cmd.special2 & DRAWBAR_COMPAREDEFAULTS))
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); //max comparer
if(item != NULL)
{
max = item->Amount;
}
else
{
max = 0;
}
}
else //default to the class's health
{
max = CPlayer->mo->GetMaxHealth() + CPlayer->stamina;
}
}
else if(cmd.flags == DRAWNUMBER_ARMOR)
{
value = armorAmount;
if(!((cmd.special2 & DRAWBAR_COMPAREDEFAULTS) == DRAWBAR_COMPAREDEFAULTS))
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); //max comparer
if(item != NULL)
{
max = item->Amount;
}
else
{
max = 0;
}
}
else //default to 100
{
max = 100;
}
}
else if(cmd.flags == DRAWNUMBER_AMMO1)
{
value = ammocount1;
if(ammo1 == NULL) //no ammo, draw as empty
{
value = 0;
max = 1;
}
else
max = ammo1->MaxAmount;
}
else if(cmd.flags == DRAWNUMBER_AMMO2)
{
value = ammocount2;
if(ammo2 == NULL) //no ammo, draw as empty
{
value = 0;
max = 1;
}
else
max = ammo2->MaxAmount;
}
else if(cmd.flags == DRAWNUMBER_AMMO)
{
const PClass* ammo = PClass::FindClass(cmd.string[0]);
AInventory* item = CPlayer->mo->FindInventory(ammo);
if(item != NULL)
{
value = item->Amount;
max = item->MaxAmount;
}
else
{
value = 0;
}
}
else if(cmd.flags == DRAWNUMBER_FRAGS)
{
value = CPlayer->fragcount;
max = fraglimit;
}
else if(cmd.flags == DRAWNUMBER_KILLS)
{
value = level.killed_monsters;
max = level.total_monsters;
}
else if(cmd.flags == DRAWNUMBER_ITEMS)
{
value = level.found_items;
max = level.total_items;
}
else if(cmd.flags == DRAWNUMBER_SECRETS)
{
value = level.found_secrets;
max = level.total_secrets;
}
else if(cmd.flags == DRAWNUMBER_INVENTORY)
{
AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
if(item != NULL)
{
value = item->Amount;
max = item->MaxAmount;
}
else
{
value = 0;
}
}
else if(cmd.flags & DRAWNUMBER_POWERUPTIME)
{
//Get the PowerupType and check to see if the player has any in inventory.
APowerupGiver* powerupGiver = (APowerupGiver*) GetDefaultByType(PClass::FindClass(cmd.string[0]));
const PClass* powerupType = powerupGiver->PowerupType;
APowerup* powerup = (APowerup*) CPlayer->mo->FindInventory(powerupType);
if(powerup != NULL && powerupType != NULL && powerupGiver != NULL)
{
value = powerup->EffectTics + 1;
if(powerupGiver->EffectTics == 0) //if 0 we need to get the default from the powerup
max = ((APowerup*) GetDefaultByType(powerupType))->EffectTics + 1;
else
max = powerupGiver->EffectTics + 1;
}
}
if(cmd.special3 != 0)
value = max - value; //invert since the new drawing method requires drawing the bg on the fg.
if(max != 0 && value > 0)
{
value = (value << FRACBITS) / max;
if(value > FRACUNIT)
value = FRACUNIT;
}
else if(cmd.special3 != 0 && max == 0 && value <= 0)
{
value = FRACUNIT;
}
else
{
value = 0;
}
assert(Images[cmd.image_index] != NULL);
FTexture *fg = Images[cmd.image_index];
FTexture *bg = (cmd.special != -1) ? Images[cmd.special] : NULL;
int x, y, w, h;
int cx, cy, cw, ch, cr, cb;
// These still need to be caclulated for the clear call.
if(!block.fullScreenOffsets)
{
// Calc real screen coordinates for bar
x = cmd.x + ST_X + xOffset;
y = cmd.y + ST_Y + yOffset;
w = fg->GetScaledWidth();
h = fg->GetScaledHeight();
if (Scaled)
{
screen->VirtualToRealCoordsInt(x, y, w, h, 320, 200, true);
}
}
else
{
x = cmd.x + xOffset;
y = cmd.y + yOffset;
w = fg->GetScaledWidth();
h = fg->GetScaledHeight();
if(vid_fps && x < 0 && y >= 0)
y += 10;
}
if(cmd.special3 != 0)
{
//Draw the whole foreground
DrawGraphic(fg, cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets);
}
else
{
// Draw background
if (bg != NULL && bg->GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight())
{
DrawGraphic(bg, cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets);
}
else
{
screen->Clear(x, y, x + w, y + h, GPalette.BlackIndex, 0);
}
}
if(!block.fullScreenOffsets)
{
// Calc clipping rect for background
cx = cmd.x + ST_X + cmd.special3 + xOffset;
cy = cmd.y + ST_Y + cmd.special3 + yOffset;
cw = fg->GetScaledWidth() - fg->GetScaledLeftOffset() - cmd.special3 * 2;
ch = fg->GetScaledHeight() - fg->GetScaledTopOffset() - cmd.special3 * 2;
if (Scaled)
{
screen->VirtualToRealCoordsInt(cx, cy, cw, ch, 320, 200, true);
}
}
else
{
cx = cmd.x + cmd.special3 + xOffset;
cy = cmd.y + cmd.special3 + yOffset;
cw = fg->GetScaledWidth() - fg->GetScaledLeftOffset() - cmd.special3 * 2;
ch = fg->GetScaledHeight() - fg->GetScaledTopOffset() - cmd.special3 * 2;
if(vid_fps && x < 0 && y >= 0)
y += 10;
}
if (horizontal)
{
if ((cmd.special3 != 0 && reverse) || (cmd.special3 == 0 && !reverse))
{ // left to right
cr = cx + FixedMul(cw, value);
}
else
{ // right to left
cr = cx + cw;
cx += FixedMul(cw, FRACUNIT - value);
}
cb = cy + ch;
}
else
{
if ((cmd.special3 != 0 && reverse) || (cmd.special3 == 0 && !reverse))
{ // bottom to top
cb = cy + ch;
cy += FixedMul(ch, FRACUNIT - value);
}
else
{ // top to bottom
cb = cy + FixedMul(ch, value);
}
cr = cx + cw;
}
// Draw background
if(cmd.special3 != 0)
{
if (bg != NULL && bg->GetScaledWidth() == fg->GetScaledWidth() && bg->GetScaledHeight() == fg->GetScaledHeight())
{
if(!block.fullScreenOffsets)
{
screen->DrawTexture(bg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_ClipLeft, cx,
DTA_ClipTop, cy,
DTA_ClipRight, cr,
DTA_ClipBottom, cb,
DTA_Alpha, alpha,
TAG_DONE);
}
else
{
screen->DrawTexture(bg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_ClipLeft, cx,
DTA_ClipTop, cy,
DTA_ClipRight, cr,
DTA_ClipBottom, cb,
DTA_Alpha, alpha,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
}
else
{
screen->Clear(cx, cy, cr, cb, GPalette.BlackIndex, 0);
}
}
else
{
if(!block.fullScreenOffsets)
{
screen->DrawTexture(fg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_ClipLeft, cx,
DTA_ClipTop, cy,
DTA_ClipRight, cr,
DTA_ClipBottom, cb,
DTA_Alpha, alpha,
TAG_DONE);
}
else
{
screen->DrawTexture(fg, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_ClipLeft, cx,
DTA_ClipTop, cy,
DTA_ClipRight, cr,
DTA_ClipBottom, cb,
DTA_Alpha, alpha,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
}
break;
}
case SBARINFO_DRAWGEM:
{
int value = (cmd.flags & DRAWGEM_ARMOR) ? armorAmount : health;
int max = (cmd.flags & DRAWGEM_ARMOR) ? 100 : CPlayer->mo->GetMaxHealth() + CPlayer->stamina;
bool wiggle = false;
bool translate = !!(cmd.flags & DRAWGEM_TRANSLATABLE);
if(max != 0 || value < 0)
{
value = (value*100)/max;
if(value > 100)
value = 100;
}
else
{
value = 0;
}
value = (cmd.flags & DRAWGEM_REVERSE) ? 100 - value : value;
if(health != CPlayer->health)
{
wiggle = !!(cmd.flags & DRAWGEM_WIGGLE);
}
DrawGem(Images[cmd.special], Images[cmd.image_index], value, cmd.x, cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, cmd.special2, cmd.special3, cmd.special4+1, wiggle, translate);
break;
}
case SBARINFO_DRAWSHADER:
{
FBarShader *const shaders[4] =
{
&shader_horz_normal, &shader_horz_reverse,
&shader_vert_normal, &shader_vert_reverse
};
bool vertical = !!(cmd.flags & DRAWSHADER_VERTICAL);
bool reverse = !!(cmd.flags & DRAWSHADER_REVERSE);
int x = cmd.x + xOffset;
int y = cmd.y + yOffset;
int w = cmd.special;
int h = cmd.special2;
if(!block.fullScreenOffsets)
{
x += ST_X;
y += ST_Y;
if(Scaled)
screen->VirtualToRealCoordsInt(x, y, w, h, 320, 200, true);
}
else
{
if(vid_fps && x < 0 && y >= 0)
y += 10;
}
if(!block.fullScreenOffsets)
{
screen->DrawTexture (shaders[(vertical << 1) + reverse], x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_Alpha, alpha,
DTA_AlphaChannel, true,
DTA_FillColor, 0,
TAG_DONE);
}
else
{
screen->DrawTexture (shaders[(vertical << 1) + reverse], x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_Alpha, alpha,
DTA_AlphaChannel, true,
DTA_FillColor, 0,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
break;
}
case SBARINFO_DRAWSTRING:
if(drawingFont != cmd.font)
{
drawingFont = cmd.font;
}
DrawString(cmd.string[0], cmd.x - drawingFont->StringWidth(cmd.string[0]), cmd.y, xOffset, yOffset, alpha, block.fullScreenOffsets, cmd.translation, cmd.special);
break;
case SBARINFO_DRAWKEYBAR:
{
bool vertical = !!(cmd.flags & DRAWKEYBAR_VERTICAL);
AInventory *item = CPlayer->mo->Inventory;
if(item == NULL)
break;
int slotOffset = 0;
int rowOffset = 0;
int rowWidth = 0;
for(int i = 0;i < cmd.value+cmd.special2;i++)
{
while(!item->Icon.isValid() || !item->IsKindOf(RUNTIME_CLASS(AKey)))
{
item = item->Inventory;
if(item == NULL)
goto FinishDrawKeyBar;
}
if(i >= cmd.special2) //Should we start drawing?
{
if(!vertical)
{
DrawGraphic(TexMan[item->Icon], cmd.x+slotOffset, cmd.y+rowOffset, xOffset, yOffset, alpha, block.fullScreenOffsets);
rowWidth = cmd.special4 == -1 ? TexMan[item->Icon]->GetScaledHeight()+2 : cmd.special4;
}
else
{
DrawGraphic(TexMan[item->Icon], cmd.x+rowOffset, cmd.y+slotOffset, xOffset, yOffset, alpha, block.fullScreenOffsets);
rowWidth = cmd.special4 == -1 ? TexMan[item->Icon]->GetScaledWidth()+2 : cmd.special4;
}
// If cmd.special is -1 then the slot size is auto detected
if(cmd.special == -1)
{
if(!vertical)
slotOffset += TexMan[item->Icon]->GetScaledWidth() + 2;
else
slotOffset += TexMan[item->Icon]->GetScaledHeight() + 2;
}
else
slotOffset += cmd.special;
if(cmd.special3 > 0 && (i % cmd.special3 == cmd.special3-1))
{
if(cmd.flags & DRAWKEYBAR_REVERSEROWS)
rowOffset -= rowWidth;
else
rowOffset += rowWidth;
rowWidth = 0;
slotOffset = 0;
}
}
item = item->Inventory;
if(item == NULL)
break;
}
FinishDrawKeyBar:
break;
}
case SBARINFO_GAMEMODE:
if(((cmd.flags & GAMETYPE_SINGLEPLAYER) && !multiplayer) ||
((cmd.flags & GAMETYPE_DEATHMATCH) && deathmatch) ||
((cmd.flags & GAMETYPE_COOPERATIVE) && multiplayer && !deathmatch) ||
((cmd.flags & GAMETYPE_TEAMGAME) && teamplay))
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
break;
case SBARINFO_PLAYERCLASS:
{
if(CPlayer->cls == NULL) break; //No class so we can not continue
int spawnClass = CPlayer->cls->ClassIndex;
if(cmd.special == spawnClass || cmd.special2 == spawnClass || cmd.special3 == spawnClass)
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
break;
}
case SBARINFO_ASPECTRATIO:
if(CheckRatio(screen->GetWidth(), screen->GetHeight()) == cmd.value)
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
break;
case SBARINFO_ISSELECTED:
if(CPlayer->ReadyWeapon != NULL)
{
const PClass *weapon1 = PClass::FindClass(cmd.string[0]);
const PClass *weapon2 = PClass::FindClass(cmd.string[1]);
if(weapon2 != NULL)
{
if((cmd.flags & SBARINFOEVENT_NOT) && (weapon1 != CPlayer->ReadyWeapon->GetSpecies() && weapon2 != CPlayer->ReadyWeapon->GetSpecies()))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
else if(!(cmd.flags & SBARINFOEVENT_NOT) && (weapon1 == CPlayer->ReadyWeapon->GetSpecies() || weapon2 == CPlayer->ReadyWeapon->GetSpecies()))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
else
{
if(!(cmd.flags & SBARINFOEVENT_NOT) && weapon1 == CPlayer->ReadyWeapon->GetSpecies())
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
else if((cmd.flags & SBARINFOEVENT_NOT) && weapon1 != CPlayer->ReadyWeapon->GetSpecies())
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
}
break;
case SBARINFO_USESSECONDARYAMMO:
if((CPlayer->ReadyWeapon->AmmoType2 != NULL && CPlayer->ReadyWeapon->AmmoType2 != CPlayer->ReadyWeapon->AmmoType1 && !(cmd.flags & SBARINFOEVENT_NOT)) ||
(CPlayer->ReadyWeapon->AmmoType2 == NULL && cmd.flags & SBARINFOEVENT_NOT))
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
break;
case SBARINFO_HASWEAPONPIECE:
{
AInventory *inv;
AWeaponHolder *hold;
const PClass *weapon = PClass::FindClass(cmd.string[0]);
for(inv = CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory)
{
if(inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
{
hold = static_cast<AWeaponHolder*>(inv);
if(hold->PieceWeapon == weapon)
{
if(hold->PieceMask & (1 << (cmd.value-1)))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
break;
}
}
}
break;
}
case SBARINFO_WEAPONAMMO:
if(CPlayer->ReadyWeapon != NULL)
{
const PClass *AmmoType1 = CPlayer->ReadyWeapon->AmmoType1;
const PClass *AmmoType2 = CPlayer->ReadyWeapon->AmmoType2;
const PClass *IfAmmo1 = PClass::FindClass(cmd.string[0]);
const PClass *IfAmmo2 = (cmd.flags & SBARINFOEVENT_OR) || (cmd.flags & SBARINFOEVENT_AND) ?
PClass::FindClass(cmd.string[1]) : NULL;
bool usesammo1 = (AmmoType1 != NULL);
bool usesammo2 = (AmmoType2 != NULL);
if(!(cmd.flags & SBARINFOEVENT_NOT) && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
break;
}
//Or means only 1 ammo type needs to match and means both need to match.
if((cmd.flags & SBARINFOEVENT_OR) || (cmd.flags & SBARINFOEVENT_AND))
{
bool match1 = ((usesammo1 && (AmmoType1 == IfAmmo1 || AmmoType1 == IfAmmo2)) || !usesammo1);
bool match2 = ((usesammo2 && (AmmoType2 == IfAmmo1 || AmmoType2 == IfAmmo2)) || !usesammo2);
if(((cmd.flags & SBARINFOEVENT_OR) && (match1 || match2)) || ((cmd.flags & SBARINFOEVENT_AND) && (match1 && match2)))
{
if(!(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
else if(cmd.flags & SBARINFOEVENT_NOT)
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
}
else //Every thing here could probably be one long if statement but then it would be more confusing.
{
if((usesammo1 && (AmmoType1 == IfAmmo1)) || (usesammo2 && (AmmoType2 == IfAmmo1)))
{
if(!(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
else if(cmd.flags & SBARINFOEVENT_NOT)
{
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
}
}
break;
case SBARINFO_ININVENTORY:
{
AInventory *item1 = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
AInventory *item2 = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[1]));
if(cmd.flags & SBARINFOEVENT_AND)
{
if((item1 != NULL && item2 != NULL) && !(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
else if((item1 == NULL || item2 == NULL) && (cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
else if(cmd.flags & SBARINFOEVENT_OR)
{
if((item1 != NULL || item2 != NULL) && !(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
else if((item1 == NULL && item2 == NULL) && (cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
}
else if((item1 != NULL) && !(cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
else if((item1 == NULL) && (cmd.flags & SBARINFOEVENT_NOT))
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
break;
}
}
}
}
//draws an image with the specified flags
void DSBarInfo::DrawGraphic(FTexture* texture, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets,
bool translate, bool dim, int offsetflags) //flags
{
if (texture == NULL)
return;
if(offsetflags & DRAWIMAGE_OFFSET_CENTER)
{
x -= (texture->GetWidth()/2)-texture->LeftOffset;
y -= (texture->GetHeight()/2)-texture->TopOffset;
}
x += xOffset;
y += yOffset;
int w, h;
if(!fullScreenOffsets)
{
// I'll handle the conversion from fixed to int myself for more control
fixed_t fx = (x + ST_X) << FRACBITS;
fixed_t fy = (y + ST_Y) << FRACBITS;
fixed_t fw = texture->GetScaledWidth() << FRACBITS;
fixed_t fh = texture->GetScaledHeight() << FRACBITS;
if(Scaled)
screen->VirtualToRealCoords(fx, fy, fw, fh, 320, 200, true);
x = fx >> FRACBITS;
y = fy >> FRACBITS;
// Round to nearest
w = (fw + (FRACUNIT>>1)) >> FRACBITS;
h = (fh + (FRACUNIT>>1)) >> FRACBITS;
screen->DrawTexture(texture, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_Translation, translate ? getTranslation() : 0,
DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
DTA_CenterBottomOffset, (offsetflags & DRAWIMAGE_OFFSET_CENTERBOTTOM),
DTA_Alpha, alpha,
TAG_DONE);
}
else
{
w = texture->GetScaledWidth();
h = texture->GetScaledHeight();
if(vid_fps && x < 0 && y >= 0)
y += 10;
screen->DrawTexture(texture, x, y,
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_Translation, translate ? getTranslation() : 0,
DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
DTA_CenterBottomOffset, (offsetflags & DRAWIMAGE_OFFSET_CENTERBOTTOM),
DTA_HUDRules, HUD_Normal,
DTA_Alpha, alpha,
TAG_DONE);
}
}
void DSBarInfo::DrawString(const char* str, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, EColorRange translation, int spacing, bool drawshadow)
{
x += spacing;
while(*str != '\0')
{
if(*str == ' ')
{
x += drawingFont->GetSpaceWidth();
str++;
continue;
}
int width;
if(SBarInfoScript->spacingCharacter == '\0') //No monospace?
width = drawingFont->GetCharWidth((int) *str);
else
width = drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter);
FTexture* character = drawingFont->GetChar((int) *str, &width);
if(character == NULL) //missing character.
{
str++;
continue;
}
if(SBarInfoScript->spacingCharacter == '\0') //If we are monospaced lets use the offset
x += (character->LeftOffset+1); //ignore x offsets since we adapt to character size
int rx, ry, rw, rh;
rx = x + xOffset;
ry = y + yOffset;
rw = character->GetScaledWidth();
rh = character->GetScaledHeight();
if(!fullScreenOffsets)
{
rx += ST_X;
ry += ST_Y;
if(Scaled)
screen->VirtualToRealCoordsInt(rx, ry, rw, rh, 320, 200, true);
}
else
{
if(vid_fps && x < 0 && y >= 0)
y += 10;
}
if(drawshadow)
{
int salpha = fixed_t(((double) alpha / (double) FRACUNIT) * ((double) HR_SHADOW / (double) FRACUNIT) * FRACUNIT);
if(!fullScreenOffsets)
{
screen->DrawTexture(character, rx+2, ry+2,
DTA_DestWidth, rw,
DTA_DestHeight, rh,
DTA_Alpha, salpha,
DTA_FillColor, 0,
TAG_DONE);
}
else
{
screen->DrawTexture(character, rx+2, ry+2,
DTA_DestWidth, rw,
DTA_DestHeight, rh,
DTA_Alpha, salpha,
DTA_HUDRules, HUD_Normal,
DTA_FillColor, 0,
TAG_DONE);
}
}
if(!fullScreenOffsets)
{
screen->DrawTexture(character, rx, ry,
DTA_DestWidth, rw,
DTA_DestHeight, rh,
DTA_Translation, drawingFont->GetColorTranslation(translation),
DTA_Alpha, alpha,
TAG_DONE);
}
else
{
screen->DrawTexture(character, rx, ry,
DTA_DestWidth, rw,
DTA_DestHeight, rh,
DTA_Translation, drawingFont->GetColorTranslation(translation),
DTA_Alpha, alpha,
DTA_HUDRules, HUD_Normal,
TAG_DONE);
}
if(SBarInfoScript->spacingCharacter == '\0')
x += width + spacing - (character->LeftOffset+1);
else //width gets changed at the call to GetChar()
x += drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter) + spacing;
str++;
}
}
//draws the specified number up to len digits
void DSBarInfo::DrawNumber(int num, int len, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, EColorRange translation, int spacing, bool fillzeros, bool drawshadow)
{
FString value;
int maxval = (int) ceil(pow(10., len))-1;
if(!fillzeros || len == 1)
num = clamp(num, -maxval, maxval);
else //The community wanted negatives to take the last digit, but we can only do this if there is room
num = clamp(num, (int) -(ceil(pow(10., len-1))-1), maxval);
value.Format("%d", num);
if(fillzeros)
{
if(num < 0) //We don't want the negative just yet
value.Format("%d", -num);
while(fillzeros && value.Len() < (unsigned int) len)
{
if(num < 0 && value.Len() == (unsigned int) (len-1))
value.Insert(0, "-");
else
value.Insert(0, "0");
}
}
if(SBarInfoScript->spacingCharacter == '\0')
x -= int(drawingFont->StringWidth(value)+(spacing * value.Len()));
else //monospaced, so just multiplay the character size
x -= int((drawingFont->GetCharWidth((int) SBarInfoScript->spacingCharacter) + spacing) * value.Len());
DrawString(value, x, y, xOffset, yOffset, alpha, fullScreenOffsets, translation, spacing, drawshadow);
}
//draws the mug shot
void DSBarInfo::DrawFace(const char *defaultFace, int accuracy, int stateflags, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets)
{
FTexture *face = MugShot.GetFace(CPlayer, defaultFace, accuracy, stateflags);
if (face != NULL)
{
DrawGraphic(face, x, y, xOffset, yOffset, alpha, fullScreenOffsets);
}
}
void DSBarInfo::DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, bool alwaysshow,
int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter)
{ //yes, there is some Copy & Paste here too
AInventory *item;
int i;
int spacing = (type != GAME_Strife) ? Images[invBarOffset + imgARTIBOX]->GetScaledWidth() + 1 : Images[invBarOffset + imgCURSOR]->GetScaledWidth() - 1;
// If the player has no artifacts, don't draw the bar
CPlayer->mo->InvFirst = ValidateInvFirst(num);
if(CPlayer->mo->InvFirst != NULL || alwaysshow)
{
for(item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < num; item = item->NextInv(), ++i)
{
if(drawArtiboxes)
{
DrawGraphic(Images[invBarOffset + imgARTIBOX], x+i*spacing, y, xOffset, yOffset, alpha, fullScreenOffsets);
}
if(type != GAME_Strife) //Strife draws the cursor before the icons
DrawGraphic(TexMan(item->Icon), x+i*spacing, y, xOffset, yOffset, alpha, fullScreenOffsets, false, item->Amount <= 0);
if(item == CPlayer->mo->InvSel)
{
if(type == GAME_Heretic)
{
DrawGraphic(Images[invBarOffset + imgSELECTBOX], x+i*spacing, y+29, xOffset, yOffset, alpha, fullScreenOffsets);
}
else if(type == GAME_Hexen)
{
DrawGraphic(Images[invBarOffset + imgSELECTBOX], x+i*spacing, y-1, xOffset, yOffset, alpha, fullScreenOffsets);
}
else if(type == GAME_Strife)
{
DrawGraphic(Images[invBarOffset + imgCURSOR], x+i*spacing-6, y-2, xOffset, yOffset, alpha, fullScreenOffsets);
}
else
{
DrawGraphic(Images[invBarOffset + imgSELECTBOX], x+i*spacing, y, xOffset, yOffset, alpha, fullScreenOffsets);
}
}
if(type == GAME_Strife)
DrawGraphic(TexMan(item->Icon), x+i*spacing, y, xOffset, yOffset, alpha, fullScreenOffsets, false, item->Amount <= 0);
if(alwaysshowcounter || item->Amount != 1)
{
DrawNumber(item->Amount, 3, counterx+i*spacing, countery, xOffset, yOffset, alpha, fullScreenOffsets, translation);
}
}
for (; i < num && drawArtiboxes; ++i)
{
DrawGraphic(Images[invBarOffset + imgARTIBOX], x+i*spacing, y, xOffset, yOffset, alpha, fullScreenOffsets);
}
// Is there something to the left?
if (!noArrows && CPlayer->mo->FirstInv() != CPlayer->mo->InvFirst)
{
DrawGraphic(Images[!(gametic & 4) ?
invBarOffset + imgINVLFGEM1 : invBarOffset + imgINVLFGEM2], (type != GAME_Strife) ? x-12 : x-14, y, xOffset, yOffset, alpha, fullScreenOffsets);
}
// Is there something to the right?
if (!noArrows && item != NULL)
{
DrawGraphic(Images[!(gametic & 4) ?
invBarOffset + imgINVRTGEM1 : invBarOffset + imgINVRTGEM2], (type != GAME_Strife) ? x+num*31+2 : x+num*35-4, y, xOffset, yOffset, alpha, fullScreenOffsets);
}
}
}
//draws heretic/hexen style life gems
void DSBarInfo::DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, int padleft, int padright, int chainsize,
bool wiggle, bool translate)
{
if(chain == NULL)
return;
if(value > 100)
value = 100;
else if(value < 0)
value = 0;
if(wiggle)
y += chainWiggle;
int chainWidth = chain->GetWidth();
int offset = (int) (((double) (chainWidth-padleft-padright)/100)*value);
DrawGraphic(chain, x+(offset%chainsize), y, xOffset, yOffset, alpha, fullScreenOffsets);
if(gem != NULL)
DrawGraphic(gem, x+padleft+offset, y, xOffset, yOffset, alpha, fullScreenOffsets, translate);
}
FRemapTable* DSBarInfo::getTranslation()
{
if(gameinfo.gametype & GAME_Raven)
return translationtables[TRANSLATION_PlayersExtra][int(CPlayer - players)];
return translationtables[TRANSLATION_Players][int(CPlayer - players)];
}
IMPLEMENT_CLASS(DSBarInfo);
DBaseStatusBar *CreateCustomStatusBar ()
{
return new DSBarInfo;
}