qzdoom/src/g_shared/shared_hud.cpp

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/*
** 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 "doomdef.h"
#include "v_video.h"
#include "gi.h"
#include "w_wad.h"
#include "a_keys.h"
#include "sbar.h"
#include "sc_man.h"
#include "p_local.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "d_player.h"
#include "r_utility.h"
#include "cmdlib.h"
#include "g_levellocals.h"
#include "vm.h"
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#include <time.h>
#define HUMETA_AltIcon 0x10f000
EXTERN_CVAR(Bool,am_follow)
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR (Bool, idmypos)
EXTERN_CVAR (Int, screenblocks)
EXTERN_CVAR(Bool, hud_aspectscale)
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EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
CVAR(Int,hud_althudscale, 0, CVAR_ARCHIVE) // Scale the hud to 640x400?
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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 (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected
CVAR (Int , hud_showammo, 2, CVAR_ARCHIVE); // Show ammo collected
CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference)
CVAR (Int, hud_ammo_order, 0, CVAR_ARCHIVE); // ammo image and text order
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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 (Bool, hud_showangles, false, CVAR_ARCHIVE) // show player's pitch, yaw, roll
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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[2]; // Inventory arrows
static FTextureID tnt1a0; // We need this to check for empty sprites.
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static int hudwidth, hudheight; // current width/height for HUD display
static int statspace;
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DObject *althud; // scripted parts. This is here to make a gradual transition
DVector2 AM_GetPosition();
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//---------------------------------------------------------------------------
//
// 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, double trans = 0.75)
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{
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IFVM(AltHud, DrawImageToBox)
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{
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VMValue params[] = { althud, tex->id.GetIndex(), x, y, w, h, trans };
VMCall(func, params, countof(params), nullptr, 0);
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}
}
//---------------------------------------------------------------------------
//
// Draws a text but uses a fixed width for all characters
//
//---------------------------------------------------------------------------
static void DrawHudText(FFont *font, int color, char * text, int x, int y, double trans = 0.75)
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{
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IFVM(AltHud, DrawHudText)
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{
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FString string = text;
VMValue params[] = { althud, font, color, &string, x, y, trans };
VMCall(func, params, countof(params), nullptr, 0);
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}
}
//---------------------------------------------------------------------------
//
// Draws a number with a fixed width for all digits
//
//---------------------------------------------------------------------------
static void DrawHudNumber(FFont *font, int color, int num, int x, int y, double trans = 0.75)
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{
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IFVM(AltHud, DrawHudNumber)
{
VMValue params[] = { althud, font, color, num, x, y, trans };
VMCall(func, params, countof(params), nullptr, 0);
}
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}
//===========================================================================
//
// draw the status (number of kills etc)
//
//===========================================================================
static void DrawStatus(player_t * CPlayer, int x, int y)
{
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IFVM(AltHud, DrawStatus)
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{
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VMValue params[] = { althud, CPlayer, x, y };
VMCall(func, params, countof(params), nullptr, 0);
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}
}
//===========================================================================
//
// draw health
//
//===========================================================================
static void DrawHealth(player_t *CPlayer, int x, int y)
{
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IFVM(AltHud, DrawHealth)
{
VMValue params[] = { althud, CPlayer, x, y };
VMCall(func, params, countof(params), nullptr, 0);
}
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}
//===========================================================================
//
// Draw Armor.
// very similar to drawhealth, but adapted to handle Hexen armor too
//
//===========================================================================
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static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
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{
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IFVM(AltHud, DrawArmor)
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{
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VMValue params[] = { althud, barmor, harmor, x, y };
VMCall(func, params, countof(params), nullptr, 0);
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}
}
//===========================================================================
//
// KEYS
//
//===========================================================================
//---------------------------------------------------------------------------
//
// Draw all keys
//
//---------------------------------------------------------------------------
static int DrawKeys(player_t * CPlayer, int x, int y)
{
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IFVM(AltHud, DrawKeys)
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{
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VMValue params[] = { althud, CPlayer, x, y };
int retv;
VMReturn ret(&retv);
VMCall(func, params, countof(params), &ret, 1);
return retv;
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}
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return 0;
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}
//---------------------------------------------------------------------------
//
// Drawing Ammo
//
//---------------------------------------------------------------------------
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static int DrawAmmo(player_t *CPlayer, int x, int y)
{
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IFVM(AltHud, DrawAmmo)
{
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VMValue params[] = { althud, CPlayer, x, y };
int retv;
VMReturn ret(&retv);
VMCall(func, params, countof(params), &ret, 1);
return retv;
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}
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return 0;
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}
static void DrawWeapons(player_t *CPlayer, int x, int y)
{
IFVM(AltHud, DrawWeapons)
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{
VMValue params[] = { althud, CPlayer, x, y };
VMCall(func, params, countof(params), nullptr, 0);
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}
}
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//---------------------------------------------------------------------------
//
// 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[0], x-10, y,
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DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4, TAG_DONE);
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}
for(i=0;i<numitems && rover;rover=rover->NextInv())
{
if (rover->Amount>0)
{
FTextureID AltIcon = rover->AltHUDIcon;
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if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
{
double trans = rover==CPlayer->mo->InvSel ? 1.0 : 0.4;
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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[1], x-10, y,
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DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4, TAG_DONE);
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}
}
}
//---------------------------------------------------------------------------
//
// 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)
{
DVector3 pos;
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char coordstr[18];
int h = SmallFont->GetHeight()+1;
if (!map_point_coordinates || !automapactive)
{
pos = CPlayer->mo->Pos();
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}
else
{
DVector2 apos = AM_GetPosition();
double z = P_PointInSector(apos)->floorplane.ZatPoint(apos);
pos = DVector3(apos, z);
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}
int xpos = hudwidth - SmallFont->StringWidth("X: -00000")-6;
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int ypos = 18;
screen->DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont->StringWidth(level.MapName), ypos, level.MapName,
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DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
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screen->DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont->StringWidth(level.LevelName), ypos + h, level.LevelName,
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DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
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int linenum = 3;
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typedef struct CoordEntry
{
const char* const format;
double value;
}
CoordEntryList[3];
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const auto drawentries = [&](CoordEntryList&& entries)
{
for (const auto& entry : entries)
{
mysnprintf(coordstr, countof(coordstr), entry.format, entry.value);
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos + linenum * h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
++linenum;
}
};
drawentries({
{ "X: %.0f", pos.X },
{ "Y: %.0f", pos.Y },
{ "Z: %.0f", pos.Z }
});
if (hud_showangles)
{
const DRotator& angles = CPlayer->mo->Angles;
++linenum;
drawentries({
{ "P: %.1f", angles.Pitch.Degrees },
{ "Y: %.1f", (90.0 - angles.Yaw).Normalized360().Degrees },
{ "R: %.1f", angles.Roll.Degrees },
});
}
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}
//---------------------------------------------------------------------------
//
// Draw in-game time
//
// Check AltHUDTime option value in wadsrc/static/menudef.txt
// for meaning of all display modes
//
//---------------------------------------------------------------------------
static void DrawTime()
{
if (!ST_IsTimeVisible())
{
return;
}
int hours = 0;
int minutes = 0;
int seconds = 0;
if (hud_showtime < 8)
{
const int timeTicks =
hud_showtime < 4
? level.maptime
: (hud_showtime < 6
? level.time
: level.totaltime);
const int timeSeconds = Tics2Seconds(timeTicks);
hours = timeSeconds / 3600;
minutes = (timeSeconds % 3600) / 60;
seconds = timeSeconds % 60;
}
else
{
time_t now;
time(&now);
struct tm* timeinfo = localtime(&now);
if (NULL != timeinfo)
{
hours = timeinfo->tm_hour;
minutes = timeinfo->tm_min;
seconds = timeinfo->tm_sec;
}
}
const bool showMillis = 1 == hud_showtime;
const bool showSeconds = showMillis || (0 == hud_showtime % 2);
char timeString[sizeof "HH:MM:SS.MMM"];
if (showMillis)
{
const int millis = (level.time % TICRATE) * (1000 / TICRATE);
mysnprintf(timeString, sizeof(timeString), "%02i:%02i:%02i.%03i", hours, minutes, seconds, millis);
}
else if (showSeconds)
{
mysnprintf(timeString, sizeof(timeString), "%02i:%02i:%02i", hours, minutes, seconds);
}
else
{
mysnprintf(timeString, sizeof(timeString), "%02i:%02i", hours, minutes);
}
const int characterCount = static_cast<int>( sizeof "HH:MM" - 1
+ (showSeconds ? sizeof ":SS" - 1 : 0)
+ (showMillis ? sizeof ".MMM" - 1 : 0) );
const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
const int height = SmallFont->GetHeight();
DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, height, 0x10000);
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}
static bool IsAltHUDTextVisible()
{
return hud_althud
&& !automapactive
&& (SCREENHEIGHT == viewheight)
&& (11 == screenblocks);
}
bool ST_IsTimeVisible()
{
return IsAltHUDTextVisible()
&& (hud_showtime > 0)
&& (hud_showtime <= 9);
}
//---------------------------------------------------------------------------
//
// Draw in-game latency
//
//---------------------------------------------------------------------------
static void DrawLatency()
{
if (!ST_IsLatencyVisible())
{
return;
}
int i, localdelay = 0, arbitratordelay = 0;
for (i = 0; i < BACKUPTICS; i++) localdelay += netdelay[0][i];
for (i = 0; i < BACKUPTICS; i++) arbitratordelay += netdelay[nodeforplayer[Net_Arbitrator]][i];
localdelay = ((localdelay / BACKUPTICS) * ticdup) * (1000 / TICRATE);
arbitratordelay = ((arbitratordelay / BACKUPTICS) * ticdup) * (1000 / TICRATE);
int color = CR_GREEN;
if (MAX(localdelay, arbitratordelay) > 200)
{
color = CR_YELLOW;
}
if (MAX(localdelay, arbitratordelay) > 400)
{
color = CR_ORANGE;
}
if (MAX(localdelay, arbitratordelay) >= ((BACKUPTICS / 2 - 1) * ticdup) * (1000 / TICRATE))
{
color = CR_RED;
}
char tempstr[32];
const int millis = (level.time % TICRATE) * (1000 / TICRATE);
mysnprintf(tempstr, sizeof(tempstr), "a:%dms - l:%dms", arbitratordelay, localdelay);
const int characterCount = (int)strlen(tempstr);
const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
const int height = SmallFont->GetHeight() * (ST_IsTimeVisible() ? 2 : 1);
DrawHudText(SmallFont, color, tempstr, hudwidth - width, height, 0x10000);
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}
bool ST_IsLatencyVisible()
{
return IsAltHUDTextVisible()
&& (hud_showlag > 0)
&& (hud_showlag != 1 || netgame)
&& (hud_showlag <= 2);
}
//---------------------------------------------------------------------------
//
// draw the overlay
//
//---------------------------------------------------------------------------
static void DrawPowerups(player_t *CPlayer)
{
// Each icon gets a 32x32 block to draw itself in.
int x, y;
AInventory *item;
const int yshift = SmallFont->GetHeight();
const int POWERUPICONSIZE = 32;
x = hudwidth -20;
y = POWERUPICONSIZE * 5/4
+ (ST_IsTimeVisible() ? yshift : 0)
+ (ST_IsLatencyVisible() ? yshift : 0);
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf(NAME_Powerup))
{
IFVIRTUALPTRNAME(item, NAME_Powerup, GetPowerupIcon)
{
VMValue param[] = { item };
int rv;
VMReturn ret(&rv);
VMCall(func, param, 1, &ret, 1);
auto tex = FSetTextureID(rv);
if (!tex.isValid()) continue;
auto texture = TexMan(tex);
IFVIRTUALPTRNAME(item, NAME_Powerup, IsBlinking)
{
// Reuse the parameters from GetPowerupIcon
VMCall(func, param, 1, &ret, 1);
if (!rv)
{
screen->DrawTexture(texture, x, y, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_CenterBottomOffset, true, TAG_DONE);
x -= POWERUPICONSIZE;
if (x < -hudwidth / 2)
{
x = -20;
y += POWERUPICONSIZE * 3 / 2;
}
}
}
}
}
}
}
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//---------------------------------------------------------------------------
//
// draw the overlay
//
//---------------------------------------------------------------------------
void DrawHUD()
{
player_t * CPlayer = StatusBar->CPlayer;
players[consoleplayer].inventorytics = 0;
int scale = GetUIScale(hud_althudscale);
hudwidth = SCREENWIDTH / scale;
hudheight = hud_aspectscale ? int(SCREENHEIGHT / (scale*1.2)) : SCREENHEIGHT / scale;
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// Until the script export is complete we need to do some manual setup here
auto cls = PClass::FindClass("AltHud");
if (!cls) return;
althud = cls->CreateNew();
althud->IntVar("hudwidth") = hudwidth;
althud->IntVar("hudheight") = hudheight;
althud->IntVar("statspace") = statspace;
althud->IntVar("healthpic") = healthpic? healthpic->id.GetIndex() : -1;
althud->IntVar("berserkpic") = berserkpic? berserkpic->id.GetIndex() : -1;
althud->IntVar("tnt1a0") = tnt1a0.GetIndex();
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althud->PointerVar<FFont>("HUDFont") = HudFont;
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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);
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DrawArmor(CPlayer->mo->FindInventory(NAME_BasicArmor), CPlayer->mo->FindInventory(NAME_HexenArmor), 5, hudheight-20);
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i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
i=DrawAmmo(CPlayer, hudwidth-5, i);
if (hud_showweapons) DrawWeapons(CPlayer, hudwidth - 5, i);
DrawInventory(CPlayer, 144, hudheight-28);
if (idmypos) DrawCoordinates(CPlayer);
DrawTime();
DrawLatency();
DrawPowerups(CPlayer);
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}
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 = Tics2Seconds(level.totaltime);
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(SmallFont, hudcolor_ttim, printstr, hudwidth-length, bottom, 0x10000);
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bottom -= fonth;
}
if (am_showtime)
{
if (level.clusterflags&CLUSTER_HUB)
{
seconds = Tics2Seconds(level.time);
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(SmallFont, hudcolor_time, printstr, hudwidth-length, bottom, 0x10000);
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bottom -= fonth;
}
// Single level time for hubs
seconds= Tics2Seconds(level.maptime);
mysnprintf(printstr, countof(printstr), "%02i:%02i:%02i", seconds/3600, (seconds%3600)/60, seconds%60);
DrawHudText(SmallFont, hudcolor_ltim, printstr, hudwidth-length, bottom, 0x10000);
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}
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);
}
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if (althud) althud->Destroy();
althud = nullptr;
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}
/////////////////////////////////////////////////////////////////////////
//
// 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("INVGEMR1");
tnt1a0 = TexMan.CheckForTexture("TNT1A0", ETextureType::Sprite);
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fragpic = TexMan.FindTexture("HU_FRAGS"); // Sadly, I don't have anything usable for this. :(
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, ETextureType::MiscPatch);
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if (tex.isValid()) healthpic = TexMan[tex];
}
else if (sc.Compare("Berserk"))
{
sc.MustGetString();
FTextureID tex = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch);
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if (tex.isValid()) berserkpic = TexMan[tex];
}
else
{
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, ETextureType::MiscPatch);
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}
else tex.SetInvalid();
if (ti) ((AInventory*)GetDefaultByType(ti))->AltHUDIcon = tex;
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}
}
}
}