mirror of
https://github.com/ZDoom/qzdoom.git
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1006 lines
29 KiB
Text
1006 lines
29 KiB
Text
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struct MugShot
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{
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enum StateFlags
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{
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STANDARD = 0x0,
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XDEATHFACE = 0x1,
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ANIMATEDGODMODE = 0x2,
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DISABLEGRIN = 0x4,
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DISABLEOUCH = 0x8,
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DISABLEPAIN = 0x10,
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DISABLERAMPAGE = 0x20,
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CUSTOM = 0x40,
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}
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}
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class InventoryBarState ui
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{
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TextureID box;
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TextureID selector;
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Vector2 boxsize;
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Vector2 boxofs;
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Vector2 selectofs;
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Vector2 innersize;
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TextureID left;
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TextureID right;
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Vector2 arrowoffset;
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double itemalpha;
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HUDFont amountfont;
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int cr;
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int flags;
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private static void Init(InventoryBarState me, HUDFont indexfont, int cr, double itemalpha, Vector2 innersize, String leftgfx, String rightgfx, Vector2 arrowoffs, int flags)
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{
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me.itemalpha = itemalpha;
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if (innersize == (0, 0))
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{
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me.boxofs = (2, 2);
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me.innersize = me.boxsize - (4, 4); // Default is based on Heretic's and Hexens icons.
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}
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else
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{
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me.innersize = innersize;
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me.boxofs = (me.boxsize - me.innersize) / 2;
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}
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if (me.selector.IsValid())
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{
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Vector2 sel = TexMan.GetScaledSize(me.selector);
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me.selectofs = (me.boxsize - sel) / 2;
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}
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me.left = TexMan.CheckForTexture(leftgfx, TexMan.TYPE_MiscPatch);
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me.right = TexMan.CheckForTexture(rightgfx, TexMan.TYPE_MiscPatch);
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me.arrowoffset = arrowoffs;
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me.arrowoffset.Y += me.boxsize.Y/2; // default is centered to the side of the box.
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if (indexfont == null)
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{
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me.amountfont = HUDFont.Create("INDEXFONT");
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if (cr == Font.CR_UNTRANSLATED) cr = Font.CR_GOLD;
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}
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else me.amountfont = indexfont;
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me.cr = cr;
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me.flags = flags;
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}
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// The default settings here are what SBARINFO is using.
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static InventoryBarState Create(HUDFont indexfont = null, int cr = Font.CR_UNTRANSLATED, double itemalpha = 1.,
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String boxgfx = "ARTIBOX", String selgfx = "SELECTBO", Vector2 innersize = (0, 0),
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String leftgfx = "INVGEML1", String rightgfx = "INVGEMR1", Vector2 arrowoffs = (0, 0), int flags = 0)
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{
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let me = new ("InventoryBarState");
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me.box = TexMan.CheckForTexture(boxgfx, TexMan.TYPE_MiscPatch);
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me.selector = TexMan.CheckForTexture(selgfx, TexMan.TYPE_MiscPatch);
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if (me.box.IsValid() || me.selector.IsValid()) me.boxsize = TexMan.GetScaledSize(me.box.IsValid()? me.box : me.selector);
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else me.boxsize = (32., 32.);
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Init(me, indexfont, cr, itemalpha, innersize, leftgfx, rightgfx, arrowoffs, flags);
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return me;
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}
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// The default settings here are what SBARINFO is using.
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static InventoryBarState CreateNoBox(HUDFont indexfont = null, int cr = Font.CR_UNTRANSLATED, double itemalpha = 1.,
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Vector2 boxsize = (32, 32), String selgfx = "SELECTBO", Vector2 innersize = (0, 0),
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String leftgfx = "INVGEML1", String rightgfx = "INVGEMR1", Vector2 arrowoffs = (0, 0), int flags = 0)
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{
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let me = new ("InventoryBarState");
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me.box.SetInvalid();
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me.selector = TexMan.CheckForTexture(selgfx, TexMan.TYPE_MiscPatch);
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me.boxsize = boxsize;
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Init(me, indexfont, cr, itemalpha, innersize, leftgfx, rightgfx, arrowoffs, flags);
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return me;
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}
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}
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class HUDMessageBase native ui
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{
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virtual native bool Tick();
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virtual native void ScreenSizeChanged();
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virtual native void Draw(int bottom, int visibility);
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}
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class BaseStatusBar : StatusBarCore native
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{
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enum EPop
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{
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POP_NoChange = -1,
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POP_None,
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POP_Log,
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POP_Keys,
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POP_Status
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}
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// Status face stuff
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enum EMug
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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}
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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}
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enum EHUDMSGLayer
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{
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HUDMSGLayer_OverHUD,
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HUDMSGLayer_UnderHUD,
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HUDMSGLayer_OverMap,
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NUM_HUDMSGLAYERS,
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HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
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};
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enum IconType
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{
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ITYPE_PLAYERICON = 1000,
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ITYPE_AMMO1,
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ITYPE_AMMO2,
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ITYPE_ARMOR,
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ITYPE_WEAPON,
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ITYPE_SIGIL,
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ITYPE_WEAPONSLOT,
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ITYPE_SELECTEDINVENTORY,
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}
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enum HexArmorType
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{
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HEXENARMOR_ARMOR,
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HEXENARMOR_SHIELD,
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HEXENARMOR_HELM,
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HEXENARMOR_AMULET,
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};
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enum AmmoModes
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{
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AMMO_PRIMARY,
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AMMO_SECONDARY,
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AMMO_ANY,
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AMMO_BOTH
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};
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enum EHudDraw
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{
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HUD_Normal,
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HUD_HorizCenter
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}
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enum EShade
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{
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SHADER_HORZ = 0,
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SHADER_VERT = 2,
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SHADER_REVERSE = 1
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}
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const XHAIRSHRINKSIZE =(1./18);
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const XHAIRPICKUPSIZE = (2+XHAIRSHRINKSIZE);
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const POWERUPICONSIZE = 32;
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native bool Centering;
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native bool FixedOrigin;
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native double CrosshairSize;
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native double Displacement;
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native PlayerInfo CPlayer;
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native bool ShowLog;
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clearscope native int artiflashTick;
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clearscope native double itemflashFade;
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native void AttachMessage(HUDMessageBase msg, uint msgid = 0, int layer = HUDMSGLayer_Default);
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native HUDMessageBase DetachMessage(HUDMessageBase msg);
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native HUDMessageBase DetachMessageID(uint msgid);
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native void DetachAllMessages();
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native void UpdateScreenGeometry();
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virtual void Init()
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{
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}
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native virtual void Tick ();
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native virtual void Draw (int state, double TicFrac);
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native virtual void ScreenSizeChanged ();
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native virtual clearscope void ReceivedWeapon (Weapon weapn);
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native virtual clearscope void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false);
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clearscope virtual void FlashItem (class<Inventory> itemtype) { artiflashTick = 4; itemflashFade = 0.75; }
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virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; UpdateScreenGeometry(); }
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virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
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virtual void NewGame () { if (CPlayer != null) AttachToPlayer(CPlayer); }
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virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
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virtual bool MustDrawLog(int state) { return true; }
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// [MK] let the HUD handle notifications and centered print messages
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virtual bool ProcessNotify(EPrintLevel printlevel, String outline) { return false; }
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virtual void FlushNotify() {}
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virtual bool ProcessMidPrint(Font fnt, String msg, bool bold) { return false; }
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// [MK] let the HUD handle drawing the chat prompt
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virtual bool DrawChat(String txt) { return false; }
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native TextureID GetMugshot(int accuracy, int stateflags=MugShot.STANDARD, String default_face = "STF");
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native int GetTopOfStatusBar();
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// These functions are kept native solely for performance reasons. They get called repeatedly and can drag down performance easily if they get too slow.
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native static TextureID, bool GetInventoryIcon(Inventory item, int flags);
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//---------------------------------------------------------------------------
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//
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// ValidateInvFirst
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//
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// Returns an inventory item that, when drawn as the first item, is sure to
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// include the selected item in the inventory bar.
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//
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//---------------------------------------------------------------------------
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Inventory ValidateInvFirst (int numVisible) const
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{
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Inventory item;
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int i;
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let pmo = CPlayer.mo;
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if (pmo.InvFirst == NULL)
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{
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pmo.InvFirst = pmo.FirstInv();
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if (pmo.InvFirst == NULL)
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{ // Nothing to show
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return NULL;
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}
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}
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// If there are fewer than numVisible items shown, see if we can shift the
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// view left to show more.
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for (i = 0, item = pmo.InvFirst; item != NULL && i < numVisible; ++i, item = item.NextInv())
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{ }
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while (i < numVisible)
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{
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item = pmo.InvFirst.PrevInv ();
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if (item == NULL)
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{
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break;
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}
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else
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{
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pmo.InvFirst = item;
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++i;
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}
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}
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if (pmo.InvSel == NULL)
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{
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// Nothing selected, so don't move the view.
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return pmo.InvFirst == NULL ? pmo.Inv : pmo.InvFirst;
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}
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else
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{
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// Check if InvSel is already visible
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for (item = pmo.InvFirst, i = numVisible;
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item != NULL && i != 0;
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item = item.NextInv(), --i)
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{
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if (item == pmo.InvSel)
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{
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return pmo.InvFirst;
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}
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}
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// Check if InvSel is to the right of the visible range
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for (i = 1; item != NULL; item = item.NextInv(), ++i)
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{
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if (item == pmo.InvSel)
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{
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// Found it. Now advance InvFirst
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for (item = pmo.InvFirst; i != 0; --i)
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{
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item = item.NextInv();
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}
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return item;
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}
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}
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// Check if InvSel is to the left of the visible range
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for (item = pmo.Inv;
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item != pmo.InvSel;
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item = item.NextInv())
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{ }
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if (item != NULL)
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{
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// Found it, so let it become the first item shown
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return item;
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}
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// Didn't find the selected item, so don't move the view.
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// This should never happen.
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return pmo.InvFirst;
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}
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}
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//============================================================================
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//
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// DBaseStatusBar :: GetCurrentAmmo
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//
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// Returns the types and amounts of ammo used by the current weapon. If the
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// weapon only uses one type of ammo, it is always returned as ammo1.
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//
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//============================================================================
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Ammo, Ammo, int, int GetCurrentAmmo () const
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{
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Ammo ammo1, ammo2;
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if (CPlayer.ReadyWeapon != NULL)
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{
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ammo1 = CPlayer.ReadyWeapon.Ammo1;
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ammo2 = CPlayer.ReadyWeapon.Ammo2;
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if (ammo1 == NULL)
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{
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ammo1 = ammo2;
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ammo2 = NULL;
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}
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}
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else
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{
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ammo1 = ammo2 = NULL;
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}
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let ammocount1 = ammo1 != NULL ? ammo1.Amount : 0;
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let ammocount2 = ammo2 != NULL ? ammo2.Amount : 0;
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return ammo1, ammo2, ammocount1, ammocount2;
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}
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//============================================================================
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//
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// Get an icon
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//
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//============================================================================
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TextureID, Vector2 GetIcon(Inventory item, int flags, bool showdepleted = true)
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{
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TextureID icon;
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Vector2 scale = (1,1);
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icon.SetInvalid();
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if (item != null)
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{
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bool applyscale;
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[icon, applyscale] = GetInventoryIcon(item, flags);
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if (item.Amount == 0 && !showdepleted) return icon, scale;
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if (applyscale)
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scale = item.Scale;
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}
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return icon, scale;
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}
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//============================================================================
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//
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// Convenience functions to retrieve item tags
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//
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//============================================================================
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String GetAmmoTag(bool secondary = false)
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{
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let w = CPlayer.ReadyWeapon;
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if (w == null) return "";
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let ammo = secondary? w.ammo2 : w.ammo1;
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return ammo.GetTag();
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}
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String GetWeaponTag()
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{
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let w = CPlayer.ReadyWeapon;
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if (w == null) return "";
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return w.GetTag();
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}
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String GetSelectedInventoryTag()
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{
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let w = CPlayer.mo.InvSel;
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if (w == null) return "";
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return w.GetTag();
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}
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// These cannot be done in ZScript.
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native static String GetGlobalACSString(int index);
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native static String GetGlobalACSArrayString(int arrayno, int index);
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native static int GetGlobalACSValue(int index);
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native static int GetGlobalACSArrayValue(int arrayno, int index);
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//============================================================================
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//
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// Convenience functions to retrieve some numbers
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//
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//============================================================================
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int GetArmorAmount()
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{
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let armor = CPlayer.mo.FindInventory("BasicArmor");
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return armor? armor.Amount : 0;
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}
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int, int GetAmount(class<Inventory> item)
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{
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let it = CPlayer.mo.FindInventory(item);
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int ret1 = it? it.Amount : 0;
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int ret2 = it? it.MaxAmount : GetDefaultByType(item).MaxAmount;
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return ret1, ret2;
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}
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int GetMaxAmount(class<Inventory> item)
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{
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let it = CPlayer.mo.FindInventory(item);
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return it? it.MaxAmount : GetDefaultByType(item).MaxAmount;
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}
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int GetArmorSavePercent()
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{
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double add = 0;
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let harmor = HexenArmor(CPlayer.mo.FindInventory("HexenArmor"));
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if(harmor != NULL)
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{
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add = harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4];
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}
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//Hexen counts basic armor also so we should too.
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let armor = BasicArmor(CPlayer.mo.FindInventory("BasicArmor"));
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if(armor != NULL && armor.Amount > 0)
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{
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add += armor.SavePercent * 100;
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}
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return int(add);
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}
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// Note that this retrieves the value in tics, not seconds like the equivalent SBARINFO function.
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// The idea is to let the caller decide what to do with it instead of destroying accuracy here.
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int GetAirTime()
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{
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if(CPlayer.mo.waterlevel < 3)
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return Level.airsupply;
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else
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return max(CPlayer.air_finished - Level.maptime, 0);
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}
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int GetSelectedInventoryAmount()
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{
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if(CPlayer.mo.InvSel != NULL) return CPlayer.mo.InvSel.Amount;
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return 0;
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}
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int GetKeyCount()
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{
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int num = 0;
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for(Inventory item = CPlayer.mo.Inv;item != NULL;item = item.Inv)
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{
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if(item is "Key") num++;
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}
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return num;
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}
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//============================================================================
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//
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// various checker functions, based on SBARINFOs condition nodes.
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//
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//============================================================================
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//============================================================================
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//
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// checks ammo use of current weapon
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//
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//============================================================================
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bool WeaponUsesAmmo(int ValidModes)
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{
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if (CPlayer == null) return false;
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let w = CPlayer.ReadyWeapon;
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if (w == null) return false;
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bool usesammo1 = w.AmmoType1 != NULL;
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bool usesammo2 = w.AmmoType2 != NULL;
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if (ValidModes == AMMO_PRIMARY) return usesammo1;
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if (ValidModes == AMMO_SECONDARY) return usesammo2;
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if (ValidModes == AMMO_ANY) return (usesammo1 || usesammo2);
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if (ValidModes == AMMO_BOTH) return (usesammo1 && usesammo2);
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return false;
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}
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//============================================================================
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//
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// checks if inventory bar is visible
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//
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//============================================================================
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bool isInventoryBarVisible()
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{
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if (CPlayer == null) return false;
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return (CPlayer.inventorytics > 0 && !Level.NoInventoryBar);
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}
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//============================================================================
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//
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// checks if aspect ratio is in a given range
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//
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//============================================================================
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|
bool CheckAspectRatio(double min, double max)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
double aspect = screen.GetAspectRatio();
|
|
return (aspect >= min && aspect < max);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if weapon is selected.
|
|
//
|
|
//============================================================================
|
|
|
|
bool CheckWeaponSelected(class<Weapon> weap, bool checksister = true)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
let w = CPlayer.ReadyWeapon;
|
|
if (w == null) return false;
|
|
if (w.GetClass() == weap) return true;
|
|
if (checksister && w.SisterWeapon != null && w.SisterWeapon.GetClass() == weap) return true;
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if player has the given display name
|
|
//
|
|
//============================================================================
|
|
|
|
bool CheckDisplayName(String displayname)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
return displayname == PlayerPawn.GetPrintableDisplayName(CPlayer.mo.GetClass());
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if player has the given weapon piece
|
|
//
|
|
//============================================================================
|
|
|
|
int CheckWeaponPiece(class<Weapon> weap, int piecenum)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
for(let inv = CPlayer.mo.Inv; inv != NULL; inv = inv.Inv)
|
|
{
|
|
let wh = WeaponHolder(inv);
|
|
if (wh != null && wh.PieceWeapon == weap)
|
|
{
|
|
return (!!(wh.PieceMask & (1 << (PieceNum-1))));
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if player has the given weapon piece
|
|
//
|
|
//============================================================================
|
|
|
|
int GetWeaponPieceMask(class<Weapon> weap)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
for(let inv = CPlayer.mo.Inv; inv != NULL; inv = inv.Inv)
|
|
{
|
|
let wh = WeaponHolder(inv);
|
|
if (wh != null && wh.PieceWeapon == weap)
|
|
{
|
|
return wh.PieceMask;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if player has the given weapon piece
|
|
//
|
|
//============================================================================
|
|
|
|
bool WeaponUsesAmmoType(class<Ammo> ammotype)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
let w = CPlayer.ReadyWeapon;
|
|
if (w == NULL) return false;
|
|
return w.AmmoType1 == ammotype || w.AmmoType2 == ammotype;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if player has the required health
|
|
//
|
|
//============================================================================
|
|
|
|
bool CheckHealth(int Amount, bool percentage = false)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
|
|
int phealth = percentage ? CPlayer.mo.health * 100 / CPlayer.mo.GetMaxHealth() : CPlayer.mo.health;
|
|
return (phealth >= Amount);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if player is invulnerable
|
|
//
|
|
//============================================================================
|
|
|
|
bool isInvulnerable()
|
|
{
|
|
if (CPlayer == null) return false;
|
|
return ((CPlayer.mo.bInvulnerable) || (CPlayer.cheats & (CF_GODMODE | CF_GODMODE2)));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// checks if player owns enough of the item
|
|
//
|
|
//============================================================================
|
|
|
|
bool CheckInventory(class<Inventory> item, int amount = 1)
|
|
{
|
|
if (CPlayer == null) return false;
|
|
|
|
let it = CPlayer.mo.FindInventory(item);
|
|
return it != null && it.Amount >= amount;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// mypos cheat
|
|
//
|
|
//============================================================================
|
|
|
|
virtual void DrawMyPos()
|
|
{
|
|
int height = SmallFont.GetHeight();
|
|
int i;
|
|
|
|
int vwidth;
|
|
int vheight;
|
|
int xpos;
|
|
int y;
|
|
let scalevec = GetHUDScale();
|
|
int scale = int(scalevec.X);
|
|
|
|
vwidth = screen.GetWidth() / scale;
|
|
vheight = screen.GetHeight() / scale;
|
|
xpos = vwidth - SmallFont.StringWidth("X: -00000")-6;
|
|
y = GetTopOfStatusBar() / (3*scale) - height;
|
|
|
|
Vector3 pos = CPlayer.mo.Pos;
|
|
|
|
for (i = 0; i < 3; y += height, ++i)
|
|
{
|
|
double v = i == 0? pos.X : i == 1? pos.Y : pos.Z;
|
|
String line = String.Format("%c: %d", int("X") + i, v);
|
|
screen.DrawText (SmallFont, Font.CR_GREEN, xpos, y, line, DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// automap HUD common drawer
|
|
// This is not called directly to give a status bar the opportunity to
|
|
// change the text colors. If you want to do something different,
|
|
// override DrawAutomapHUD directly.
|
|
//
|
|
//============================================================================
|
|
|
|
protected native void DoDrawAutomapHUD(int crdefault, int highlight);
|
|
|
|
virtual void DrawAutomapHUD(double ticFrac)
|
|
{
|
|
// game needs to be checked here, so that SBARINFO also gets the correct colors.
|
|
DoDrawAutomapHUD(Font.CR_GREY, gameinfo.gametype & GAME_DoomChex? Font.CR_UNTRANSLATED : Font.CR_YELLOW);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawPowerups
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
virtual void DrawPowerups ()
|
|
{
|
|
// The AltHUD specific adjustments have been removed here, because the AltHUD uses its own variant of this function
|
|
// that can obey AltHUD rules - which this cannot.
|
|
Vector2 pos = (-20, POWERUPICONSIZE * 5 / 4);
|
|
double maxpos = screen.GetWidth() / 2;
|
|
for (let iitem = CPlayer.mo.Inv; iitem != NULL; iitem = iitem.Inv)
|
|
{
|
|
let item = Powerup(iitem);
|
|
if (item != null)
|
|
{
|
|
let icon = item.GetPowerupIcon();
|
|
if (icon.IsValid() && !item.IsBlinking())
|
|
{
|
|
// Each icon gets a 32x32 block.
|
|
DrawTexture(icon, pos, DI_SCREEN_RIGHT_TOP, 1.0, (POWERUPICONSIZE, POWERUPICONSIZE));
|
|
pos.x -= POWERUPICONSIZE;
|
|
if (pos.x < -maxpos)
|
|
{
|
|
pos.x = -20;
|
|
pos.y += POWERUPICONSIZE * 3 / 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// draw stuff
|
|
//
|
|
//============================================================================
|
|
|
|
int GetTranslation() const
|
|
{
|
|
if(gameinfo.gametype & GAME_Raven)
|
|
return Translation.MakeID(TRANSLATION_PlayersExtra, CPlayer.mo.PlayerNumber());
|
|
else
|
|
return Translation.MakeID(TRANSLATION_Players, CPlayer.mo.PlayerNumber());
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
void DrawHexenArmor(int armortype, String image, Vector2 pos, int flags = 0, double alpha = 1.0, Vector2 boxsize = (-1, -1), Vector2 scale = (1.,1.))
|
|
{
|
|
let harmor = HexenArmor(statusBar.CPlayer.mo.FindInventory("HexenArmor"));
|
|
if (harmor != NULL)
|
|
{
|
|
let slotval = harmor.Slots[armorType];
|
|
let slotincr = harmor.SlotsIncrement[armorType];
|
|
|
|
if (slotval > 0 && slotincr > 0)
|
|
{
|
|
//combine the alpha values
|
|
alpha *= MIN(1., slotval / slotincr);
|
|
}
|
|
else return;
|
|
}
|
|
DrawImage(image, pos, flags, alpha, boxsize, scale);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
void DrawInventoryIcon(Inventory item, Vector2 pos, int flags = 0, double alpha = 1.0, Vector2 boxsize = (-1, -1), Vector2 scale = (1.,1.))
|
|
{
|
|
static const String flashimgs[]= { "USEARTID", "USEARTIC", "USEARTIB", "USEARTIA" };
|
|
TextureID texture;
|
|
Vector2 applyscale;
|
|
[texture, applyscale] = GetIcon(item, flags, false);
|
|
|
|
if((flags & DI_ARTIFLASH) && artiflashTick > 0)
|
|
{
|
|
DrawImage(flashimgs[artiflashTick-1], pos, flags, alpha, boxsize);
|
|
}
|
|
else if (texture.IsValid())
|
|
{
|
|
if ((flags & DI_DIMDEPLETED) && item.Amount <= 0) flags |= DI_DIM;
|
|
applyscale.X *= scale.X;
|
|
applyscale.Y *= scale.Y;
|
|
DrawTexture(texture, pos, flags, alpha, boxsize, applyscale);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
void DrawShader(int which, Vector2 pos, Vector2 size, int flags = 0, double alpha = 1.)
|
|
{
|
|
static const String texnames[] = {"BarShaderHF", "BarShaderHR", "BarShaderVF", "BarShaderVR" };
|
|
DrawImage(texnames[which], pos, DI_ITEM_LEFT_TOP|DI_ALPHAMAPPED|DI_FORCEFILL | (flags & ~(DI_ITEM_HMASK|DI_ITEM_VMASK)), alpha, size);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
Vector2, int AdjustPosition(Vector2 position, int flags, double width, double height)
|
|
{
|
|
// This must be done here, before altered coordinates get sent to the draw functions.
|
|
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
|
|
{
|
|
if (position.x < 0) flags |= DI_SCREEN_RIGHT;
|
|
else flags |= DI_SCREEN_LEFT;
|
|
if (position.y < 0) flags |= DI_SCREEN_BOTTOM;
|
|
else flags |= DI_SCREEN_TOP;
|
|
}
|
|
|
|
// placement by offset is not supported because the inventory bar is a composite.
|
|
switch (flags & DI_ITEM_HMASK)
|
|
{
|
|
case DI_ITEM_HCENTER: position.x -= width / 2; break;
|
|
case DI_ITEM_RIGHT: position.x -= width; break;
|
|
}
|
|
|
|
switch (flags & DI_ITEM_VMASK)
|
|
{
|
|
case DI_ITEM_VCENTER: position.y -= height / 2; break;
|
|
case DI_ITEM_BOTTOM: position.y -= height; break;
|
|
}
|
|
|
|
// clear all alignment flags so that the following code only passes on the rest
|
|
flags &= ~(DI_ITEM_VMASK|DI_ITEM_HMASK);
|
|
return position, flags;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// note that this does not implement chain wiggling, this is because
|
|
// it would severely complicate the parameter list. The calling code is
|
|
// normally in a better position to do the needed calculations anyway.
|
|
//
|
|
//============================================================================
|
|
|
|
void DrawGem(String chain, String gem, int displayvalue, int maxrange, Vector2 pos, int leftpadding, int rightpadding, int chainmod, int flags = 0)
|
|
{
|
|
TextureID chaintex = TexMan.CheckForTexture(chain, TexMan.TYPE_MiscPatch);
|
|
if (!chaintex.IsValid()) return;
|
|
Vector2 chainsize = TexMan.GetScaledSize(chaintex);
|
|
[pos, flags] = AdjustPosition(pos, flags, chainsize.X, chainsize.Y);
|
|
|
|
displayvalue = clamp(displayvalue, 0, maxrange);
|
|
int offset = int(double(chainsize.X - leftpadding - rightpadding) * displayvalue / maxrange);
|
|
|
|
DrawTexture(chaintex, pos + (offset % chainmod, 0), flags | DI_ITEM_LEFT_TOP);
|
|
DrawImage(gem, pos + (offset + leftPadding, 0), flags | DI_ITEM_LEFT_TOP);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DrawBar
|
|
//
|
|
//============================================================================
|
|
|
|
void DrawBar(String ongfx, String offgfx, double curval, double maxval, Vector2 position, int border, int vertical, int flags = 0, double alpha = 1.0)
|
|
{
|
|
let ontex = TexMan.CheckForTexture(ongfx, TexMan.TYPE_MiscPatch);
|
|
if (!ontex.IsValid()) return;
|
|
let offtex = TexMan.CheckForTexture(offgfx, TexMan.TYPE_MiscPatch);
|
|
|
|
Vector2 texsize = TexMan.GetScaledSize(ontex);
|
|
[position, flags] = AdjustPosition(position, flags, texsize.X, texsize.Y);
|
|
|
|
double value = (maxval != 0) ? clamp(curval / maxval, 0, 1) : 0;
|
|
if(border != 0) value = 1. - value; //invert since the new drawing method requires drawing the bg on the fg.
|
|
|
|
|
|
// {cx, cb, cr, cy}
|
|
double Clip[4];
|
|
Clip[0] = Clip[1] = Clip[2] = Clip[3] = 0;
|
|
|
|
bool horizontal = !(vertical & SHADER_VERT);
|
|
bool reverse = !!(vertical & SHADER_REVERSE);
|
|
double sizeOfImage = (horizontal ? texsize.X - border*2 : texsize.Y - border*2);
|
|
Clip[(!horizontal) | ((!reverse)<<1)] = sizeOfImage - sizeOfImage *value;
|
|
|
|
// preserve the active clipping rectangle
|
|
int cx, cy, cw, ch;
|
|
[cx, cy, cw, ch] = screen.GetClipRect();
|
|
|
|
if(border != 0)
|
|
{
|
|
for(int i = 0; i < 4; i++) Clip[i] += border;
|
|
|
|
//Draw the whole foreground
|
|
DrawTexture(ontex, position, flags | DI_ITEM_LEFT_TOP, alpha);
|
|
SetClipRect(position.X + Clip[0], position.Y + Clip[1], texsize.X - Clip[0] - Clip[2], texsize.Y - Clip[1] - Clip[3], flags);
|
|
}
|
|
|
|
if (offtex.IsValid() && TexMan.GetScaledSize(offtex) == texsize) DrawTexture(offtex, position, flags | DI_ITEM_LEFT_TOP, alpha);
|
|
else Fill(color(int(255*alpha),0,0,0), position.X + Clip[0], position.Y + Clip[1], texsize.X - Clip[0] - Clip[2], texsize.Y - Clip[1] - Clip[3]);
|
|
|
|
if (border == 0)
|
|
{
|
|
SetClipRect(position.X + Clip[0], position.Y + Clip[1], texsize.X - Clip[0] - Clip[2], texsize.Y - Clip[1] - Clip[3], flags);
|
|
DrawTexture(ontex, position, flags | DI_ITEM_LEFT_TOP, alpha);
|
|
}
|
|
// restore the previous clipping rectangle
|
|
screen.SetClipRect(cx, cy, cw, ch);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DrawInventoryBar
|
|
//
|
|
// This function needs too many parameters, so most have been offloaded to
|
|
// a struct to keep code readable and allow initialization somewhere outside
|
|
// the actual drawing code.
|
|
//
|
|
//============================================================================
|
|
|
|
// Except for the placement information this gets all info from the struct that gets passed in.
|
|
void DrawInventoryBar(InventoryBarState parms, Vector2 position, int numfields, int flags = 0, double bgalpha = 1.)
|
|
{
|
|
double width = parms.boxsize.X * numfields;
|
|
[position, flags] = AdjustPosition(position, flags, width, parms.boxsize.Y);
|
|
|
|
CPlayer.mo.InvFirst = ValidateInvFirst(numfields);
|
|
if (CPlayer.mo.InvFirst == null) return; // Player has no listed inventory items.
|
|
|
|
Vector2 boxsize = parms.boxsize;
|
|
// First draw all the boxes
|
|
for(int i = 0; i < numfields; i++)
|
|
{
|
|
DrawTexture(parms.box, position + (boxsize.X * i, 0), flags | DI_ITEM_LEFT_TOP, bgalpha);
|
|
}
|
|
|
|
// now the items and the rest
|
|
|
|
Vector2 itempos = position + boxsize / 2;
|
|
Vector2 textpos = position + boxsize - (1, 1 + parms.amountfont.mFont.GetHeight());
|
|
|
|
int i = 0;
|
|
Inventory item;
|
|
for(item = CPlayer.mo.InvFirst; item != NULL && i < numfields; item = item.NextInv())
|
|
{
|
|
for(int j = 0; j < 2; j++)
|
|
{
|
|
if (j ^ !!(flags & DI_DRAWCURSORFIRST))
|
|
{
|
|
if (item == CPlayer.mo.InvSel)
|
|
{
|
|
double flashAlpha = bgalpha;
|
|
if (flags & DI_ARTIFLASH) flashAlpha *= itemflashFade;
|
|
DrawTexture(parms.selector, position + parms.selectofs + (boxsize.X * i, 0), flags | DI_ITEM_LEFT_TOP, flashAlpha);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DrawInventoryIcon(item, itempos + (boxsize.X * i, 0), flags | DI_ITEM_CENTER );
|
|
}
|
|
}
|
|
|
|
if (parms.amountfont != null && (item.Amount > 1 || (flags & DI_ALWAYSSHOWCOUNTERS)))
|
|
{
|
|
DrawString(parms.amountfont, FormatNumber(item.Amount, 0, 5), textpos + (boxsize.X * i, 0), flags | DI_TEXT_ALIGN_RIGHT, parms.cr, parms.itemalpha);
|
|
}
|
|
i++;
|
|
}
|
|
// Is there something to the left?
|
|
if (CPlayer.mo.FirstInv() != CPlayer.mo.InvFirst)
|
|
{
|
|
DrawTexture(parms.left, position + (-parms.arrowoffset.X, parms.arrowoffset.Y), flags | DI_ITEM_RIGHT|DI_ITEM_VCENTER);
|
|
}
|
|
// Is there something to the right?
|
|
if (item != NULL)
|
|
{
|
|
DrawTexture(parms.right, position + parms.arrowoffset + (width, 0), flags | DI_ITEM_LEFT|DI_ITEM_VCENTER);
|
|
}
|
|
}
|
|
}
|
|
|