mirror of
https://github.com/ZDoom/qzdoom.git
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349 lines
9.9 KiB
Text
349 lines
9.9 KiB
Text
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/*
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** Enhanced heads up 'overlay' for fullscreen
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/*
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// Icons
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static FTexture * fragpic; // Frags icon
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static FTexture * invgems[2]; // Inventory arrows
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DVector2 AM_GetPosition();
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*/
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class AltHud
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{
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TextureID healthPic, berserkPic;
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int hudwidth, hudheight;
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int statspace;
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Font HudFont; // The font for the health and armor display
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Font IndexFont; // The font for the inventory indices
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//---------------------------------------------------------------------------
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//
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// Draws an image into a box with its bottom center at the bottom
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// center of the box. The image is scaled down if it doesn't fit
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//
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//---------------------------------------------------------------------------
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void DrawImageToBox(TextureID tex, int x, int y, int w, int h, double trans = 0.75)
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{
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double scale1, scale2;
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if (tex)
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{
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let texsize = TexMan.GetScaledSize(tex);
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if (w < texsize.X) scale1 = w / texsize.X;
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else scale1 = 1.0;
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if (h < texsize.Y) scale2 = h / texsize.Y;
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else scale2 = 1.0;
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scale1 = min(scale1, scale2);
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if (scale2 < scale1) scale1=scale2;
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x += w >> 1;
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y += h;
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w = (int)(texsize.X * scale1);
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h = (int)(texsize.Y * scale1);
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screen.DrawTexture(tex, false, x, y,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a text but uses a fixed width for all characters
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//
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//---------------------------------------------------------------------------
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void DrawHudText(Font fnt, int color, String text, int x, int y, double trans = 0.75)
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{
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int zerowidth = fnt.GetCharWidth("0");
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x += zerowidth / 2;
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for(int i=0; i < text.length(); i++)
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{
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int c = text.CharCodeAt(i);
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int width = fnt.GetCharWidth(c);
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double offset = fnt.GetBottomAlignOffset(c);
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screen.DrawChar(fnt, color, x, y, c,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_LeftOffset, width/2, DTA_TopOffsetF, offset);
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x += zerowidth;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a number with a fixed width for all digits
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//
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//---------------------------------------------------------------------------
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void DrawHudNumber(Font fnt, int color, int num, int x, int y, double trans = 0.75)
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{
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DrawHudText(fnt, color, String.Format("%d", num), x, y, trans);
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}
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//===========================================================================
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//
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// draw the status (number of kills etc)
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//
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//===========================================================================
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void DrawStatLine(int x, in out int y, String prefix, String text)
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{
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y -= SmallFont.GetHeight()-1;
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screen.DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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screen.DrawText(SmallFont, hudcolor_stats, x+statspace, y, text,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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}
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void DrawStatus(PlayerInfo CPlayer, int x, int y)
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{
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let mo = CPlayer.mo;
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if (hud_showscore)
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{
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DrawStatLine(x, y, "Sc:", String.Format("%d ", mo.Score));
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}
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if (hud_showstats)
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{
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DrawStatLine(x, y, "Ac:", String.Format("%i ", mo.accuracy));
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DrawStatLine(x, y, "St:", String.Format("%i ", mo.stamina));
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}
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if (!deathmatch)
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{
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// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
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// work in cooperative hub games
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if (hud_showsecrets)
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{
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DrawStatLine(x, y, "S:", String.Format("%i/%i ", multiplayer? CPlayer.secretcount : level.found_secrets, level.total_secrets));
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}
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if (hud_showitems)
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{
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DrawStatLine(x, y, "I:", String.Format("%i/%i ", multiplayer? CPlayer.itemcount : level.found_items, level.total_items));
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}
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if (hud_showmonsters)
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{
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DrawStatLine(x, y, "K:", String.Format("%i/%i ", multiplayer? CPlayer.killcount : level.killed_monsters, level.total_monsters));
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}
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}
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}
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//===========================================================================
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//
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// draw health
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//
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//===========================================================================
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void DrawHealth(PlayerInfo CPlayer, int x, int y)
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{
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int health = CPlayer.health;
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// decide on the color first
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int fontcolor =
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health < hud_health_red ? Font.CR_RED :
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health < hud_health_yellow ? Font.CR_GOLD :
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health <= hud_health_green ? Font.CR_GREEN :
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Font.CR_BLUE;
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bool haveBerserk = hud_berserk_health
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&& !berserkpic.IsNull()
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&& CPlayer.mo.FindInventory('PowerStrength');
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DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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}
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//===========================================================================
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//
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// Draw Armor.
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// very similar to drawhealth, but adapted to handle Hexen armor too
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//
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//===========================================================================
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void DrawArmor(BasicArmor barmor, HexenArmor harmor, int x, int y)
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{
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int ap = 0;
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int bestslot = 4;
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if (harmor)
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{
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let ac = (harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4]);
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ap += int(ac);
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if (ac)
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{
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// Find the part of armor that protects the most
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bestslot = 0;
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for (int i = 1; i < 4; ++i)
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{
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if (harmor.Slots[i] > harmor.Slots[bestslot])
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{
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bestslot = i;
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}
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}
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}
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}
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if (barmor)
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{
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ap += barmor.Amount;
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}
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if (ap)
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{
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// decide on color
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int fontcolor =
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ap < hud_armor_red ? Font.CR_RED :
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ap < hud_armor_yellow ? Font.CR_GOLD :
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ap <= hud_armor_green ? Font.CR_GREEN :
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Font.CR_BLUE;
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// Use the sprite of one of the predefined Hexen armor bonuses.
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// This is not a very generic approach, but it is not possible
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// to truly create new types of Hexen armor bonus items anyway.
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if (harmor && bestslot < 4)
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{
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static const String harmorIcons[] = { "AR_1A0", "AR_2A0", "AR_3A0", "AR_4A0" };
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DrawImageToBox(TexMan.CheckForTexture(harmorIcons[bestslot], TexMan.Type_Sprite), x, y, 31, 17);
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}
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else if (barmor) DrawImageToBox(barmor.Icon, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
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}
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}
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//===========================================================================
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//
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// KEYS
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//
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//===========================================================================
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//---------------------------------------------------------------------------
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//
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// Draw one key
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//
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// Regarding key icons, Doom's are too small, Heretic doesn't have any,
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// for Hexen the in-game sprites look better and for Strife it doesn't matter
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// so always use the spawn state's sprite instead of the icon here unless an
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// override is specified in ALTHUDCF.
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//
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//---------------------------------------------------------------------------
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bool DrawOneKey(int xo, int x, int y, in out int c, Key inv)
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{
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TextureID icon;
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if (!inv) return false;
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TextureID AltIcon = inv.AltHUDIcon;
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if (!AltIcon.Exists()) return false; // Setting a non-existent AltIcon hides this key.
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if (AltIcon.isValid())
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{
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icon = AltIcon;
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}
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else if (inv.SpawnState && inv.SpawnState.sprite!=0)
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{
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let state = inv.SpawnState;
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if (state != null) icon = state.GetSpriteTexture(0);
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else icon.SetNull();
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}
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if (icon.isNull()) icon = inv.Icon;
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if (icon.isValid())
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{
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DrawImageToBox(icon, x, y, 8, 10);
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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// Draw all keys
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//
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//---------------------------------------------------------------------------
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int DrawKeys(PlayerInfo CPlayer, int x, int y)
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{
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int yo = y;
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int xo = x;
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int i;
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int c = 0;
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Key inv;
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if (!deathmatch)
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{
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int count = Key.GetKeyTypeCount();
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// Go through the key in reverse order of definition, because we start at the right.
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for(int i = count-1; i >= 0; i--)
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{
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if ((inv = Key(CPlayer.mo.FindInventory(Key.GetKeyType(i)))))
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{
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if (DrawOneKey(xo, x - 9, y, c, inv))
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{
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x -= 9;
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if (++c >= 10)
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{
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x = xo;
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y -= 11;
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c = 0;
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}
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}
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}
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}
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}
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if (x == xo && y != yo) y += 11; // undo the last wrap if the current line is empty.
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return y - 11;
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}
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}
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