/* ** 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 //--------------------------------------------------------------------------- // // 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 DrawWeapons(player_t *CPlayer, int x, int y) { IFVM(AltHud, DrawWeapons) { VMValue params[] = { althud, CPlayer, x, y }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // Draw the Inventory // //--------------------------------------------------------------------------- static void DrawInventory(player_t * CPlayer, int x, int y) { IFVM(AltHud, DrawInventory) { VMValue params[] = { althud, CPlayer, x, y }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // Draw the Frags // //--------------------------------------------------------------------------- static void DrawFrags(player_t * CPlayer, int x, int y) { IFVM(AltHud, DrawFrags) { VMValue params[] = { althud, CPlayer, x, y }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // PROC DrawCoordinates // //--------------------------------------------------------------------------- static void DrawCoordinates(player_t * CPlayer) { IFVM(AltHud, DrawCoordinates) { VMValue params[] = { althud, CPlayer }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // Draw in-game time // // Check AltHUDTime option value in wadsrc/static/menudef.txt // for meaning of all display modes // //--------------------------------------------------------------------------- static void DrawTime(int y) { IFVM(AltHud, DrawTime) { VMValue params[] = { althud, y }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // Draw in-game latency // //--------------------------------------------------------------------------- static void DrawLatency(int y) { IFVM(AltHud, DrawLatency) { VMValue params[] = { althud, y }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // draw the overlay // //--------------------------------------------------------------------------- static void DrawPowerups(player_t *CPlayer, int y) { IFVM(AltHud, DrawPowerups) { VMValue params[] = { althud, CPlayer, y }; VMCall(func, params, countof(params), nullptr, 0); } /* // Each icon gets a 32x32 block to draw itself in. int x, y; AInventory *item; const int POWERUPICONSIZE = 32; x = hudwidth -20; 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->IntVar("tnt1a0") = tnt1a0.GetIndex(); althud->IntVar("invgem_left") = invgems[0]->id.GetIndex(); althud->IntVar("invgem_right") = invgems[1]->id.GetIndex(); althud->IntVar("fragpic") = fragpic? fragpic->id.GetIndex() : -1; althud->PointerVar("HUDFont") = HudFont; althud->PointerVar("IndexFont") = IndexFont; 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(SmallFont->GetHeight()); DrawLatency(SmallFont->GetHeight()*2); // to be fixed when fully scripted. const int POWERUPICONSIZE = 32; DrawPowerups(CPlayer, SmallFont->GetHeight() * 2 + POWERUPICONSIZE * 5 / 4); // to be fixed when fully scripted. } 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; } } } }