/* ** 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; DObject *althud; // scripted parts. This is here to make a gradual transition DVector2 AM_GetPosition(); //--------------------------------------------------------------------------- // // 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) { IFVM(AltHud, DrawImageToBox) { VMValue params[] = { althud, tex->id.GetIndex(), x, y, w, h, trans }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // 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) { IFVM(AltHud, DrawHudText) { FString string = text; VMValue params[] = { althud, font, color, &string, x, y, trans }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // 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) { IFVM(AltHud, DrawHudNumber) { VMValue params[] = { althud, font, color, num, x, y, trans }; VMCall(func, params, countof(params), nullptr, 0); } } //=========================================================================== // // draw the status (number of kills etc) // //=========================================================================== static void DrawStatus(player_t * CPlayer, int x, int y) { IFVM(AltHud, DrawStatus) { VMValue params[] = { althud, CPlayer, x, y }; VMCall(func, params, countof(params), nullptr, 0); } } //=========================================================================== // // draw health // //=========================================================================== static void DrawHealth(player_t *CPlayer, int x, int y) { IFVM(AltHud, DrawHealth) { VMValue params[] = { althud, CPlayer, x, y }; VMCall(func, params, countof(params), nullptr, 0); } } //=========================================================================== // // Draw Armor. // very similar to drawhealth, but adapted to handle Hexen armor too // //=========================================================================== static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y) { IFVM(AltHud, DrawArmor) { VMValue params[] = { althud, barmor, harmor, x, y }; VMCall(func, params, countof(params), nullptr, 0); } } //=========================================================================== // // KEYS // //=========================================================================== //--------------------------------------------------------------------------- // // Draw all keys // //--------------------------------------------------------------------------- static int DrawKeys(player_t * CPlayer, int x, int y) { IFVM(AltHud, DrawKeys) { VMValue params[] = { althud, CPlayer, x, y }; int retv; VMReturn ret(&retv); VMCall(func, params, countof(params), &ret, 1); return retv; } return 0; } //--------------------------------------------------------------------------- // // Drawing Ammo // //--------------------------------------------------------------------------- static int DrawAmmo(player_t *CPlayer, int x, int y) { IFVM(AltHud, DrawAmmo) { VMValue params[] = { althud, CPlayer, x, y }; int retv; VMReturn ret(&retv); VMCall(func, params, countof(params), &ret, 1); return retv; } return 0; } static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AInventory * weapon) { double trans; // Powered up weapons and inherited sister weapons are not displayed. if (weapon->IntVar(NAME_WeaponFlags) & WIF_POWERED_UP) return; auto SisterWeapon = weapon->PointerVar(NAME_SisterWeapon); if (SisterWeapon && weapon->IsKindOf(SisterWeapon->GetClass())) return; trans=0.4; if (CPlayer->ReadyWeapon) { if (weapon==CPlayer->ReadyWeapon || SisterWeapon == CPlayer->ReadyWeapon) trans = 0.85; } FTextureID picnum = GetInventoryIcon(weapon, DI_ALTICONFIRST); if (picnum.isValid()) { FTexture * tex = TexMan[picnum]; int w = tex->GetWidth(); int h = tex->GetHeight(); int rh; if (w>h) rh=8; else rh=16,y-=8; // don't draw tall sprites too small! DrawImageToBox(tex, x-24, y, 20, rh, trans); y-=10; } } static void DrawWeapons(player_t *CPlayer, int x, int y) { int k,j; AInventory *inv; // First draw all weapons in the inventory that are not assigned to a weapon slot for(inv = CPlayer->mo->Inventory; inv; inv = inv->Inventory) { if (inv->IsKindOf(NAME_Weapon) && !CPlayer->weapons.LocateWeapon(inv->GetClass(), NULL, NULL)) { DrawOneWeapon(CPlayer, x, y, inv); } } // And now everything in the weapon slots back to front for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.SlotSize(k) - 1; j >= 0; j--) { PClassActor *weap = CPlayer->weapons.GetWeapon(k, j); if (weap) { inv=CPlayer->mo->FindInventory(weap); if (inv) { DrawOneWeapon(CPlayer, x, y, inv); } } } } //--------------------------------------------------------------------------- // // Draw the Inventory // //--------------------------------------------------------------------------- static void DrawInventory(player_t * CPlayer, int x,int y) { AInventory * rover; int numitems = (hudwidth - 2*x) / 32; int i; CPlayer->mo->InvFirst = rover = StatusBar->ValidateInvFirst(numitems); if (rover!=NULL) { if(rover->PrevInv()) { screen->DrawTexture(invgems[0], x-10, y, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4, TAG_DONE); } for(i=0;iNextInv()) { if (rover->Amount>0) { FTextureID AltIcon = rover->AltHUDIcon; if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) ) { double trans = rover==CPlayer->mo->InvSel ? 1.0 : 0.4; 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, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4, TAG_DONE); } } } //--------------------------------------------------------------------------- // // Draw the Frags // //--------------------------------------------------------------------------- static void DrawFrags(player_t * CPlayer, int x, int y) { DrawImageToBox(fragpic, x, y, 31, 17); DrawHudNumber(HudFont, CR_GRAY, CPlayer->fragcount, x + 33, y + 17); } //--------------------------------------------------------------------------- // // PROC DrawCoordinates // //--------------------------------------------------------------------------- static void DrawCoordinates(player_t * CPlayer) { DVector3 pos; char coordstr[18]; int h = SmallFont->GetHeight()+1; if (!map_point_coordinates || !automapactive) { pos = CPlayer->mo->Pos(); } else { DVector2 apos = AM_GetPosition(); double z = P_PointInSector(apos)->floorplane.ZatPoint(apos); pos = DVector3(apos, z); } int xpos = hudwidth - SmallFont->StringWidth("X: -00000")-6; int ypos = 18; screen->DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont->StringWidth(level.MapName), ypos, level.MapName, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE); screen->DrawText(SmallFont, hudcolor_titl, hudwidth - 6 - SmallFont->StringWidth(level.LevelName), ypos + h, level.LevelName, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE); int linenum = 3; typedef struct CoordEntry { const char* const format; double value; } CoordEntryList[3]; 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 }, }); } } //--------------------------------------------------------------------------- // // 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( 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); } 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); } 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; } } } } } } } //--------------------------------------------------------------------------- // // 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; 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->PointerVar("HUDFont") = HudFont; if (!automapactive) { int i; // No HUD in the title level! if (gamestate == GS_TITLELEVEL || !CPlayer) return; if (!deathmatch) DrawStatus(CPlayer, 5, hudheight-50); else { DrawStatus(CPlayer, 5, hudheight-75); DrawFrags(CPlayer, 5, hudheight-70); } DrawHealth(CPlayer, 5, hudheight-45); DrawArmor(CPlayer->mo->FindInventory(NAME_BasicArmor), CPlayer->mo->FindInventory(NAME_HexenArmor), 5, hudheight-20); 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); } 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); 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); 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); } 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); } if (althud) althud->Destroy(); althud = nullptr; } ///////////////////////////////////////////////////////////////////////// // // 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); 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); if (tex.isValid()) healthpic = TexMan[tex]; } else if (sc.Compare("Berserk")) { sc.MustGetString(); FTextureID tex = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch); 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); } else tex.SetInvalid(); if (ti) ((AInventory*)GetDefaultByType(ti))->AltHUDIcon = tex; } } } }