/* ** 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" #include #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) EXTERN_CVAR (Bool, am_showtime) EXTERN_CVAR (Bool, am_showtotaltime) CVAR(Int,hud_althudscale, 0, CVAR_ARCHIVE) // Scale the hud to 640x400? CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD // These are intentionally not the same as in the automap! CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy. CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score CVAR (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 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 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. static int hudwidth, hudheight; // current width/height for HUD display static int statspace; //--------------------------------------------------------------------------- // // 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; // Until the script export is complete we need to do some manual setup here auto cls = PClass::FindClass("AltHud"); if (!cls) return; DObject *althud = cls->CreateNew(); // scripted parts. This is here to make a gradual transition { IFVM(AltHud, Init) { VMValue params[] = { althud }; VMCall(func, params, countof(params), nullptr, 0); } } IFVM(AltHud, Draw) { VMValue params[] = { althud, CPlayer, hudwidth, hudheight }; VMCall(func, params, countof(params), nullptr, 0); } if (althud) althud->Destroy(); althud = nullptr; }