mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 07:21:28 +00:00
45dc9a7b47
currentUILevel is now primaryLevel. For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed. This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer. The remaining global variables are not relevant for the level state. The static 'level' has been mostly removed from the code except some places that still need work.
193 lines
6.4 KiB
Text
193 lines
6.4 KiB
Text
class DoomStatusBar : BaseStatusBar
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{
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HUDFont mHUDFont;
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HUDFont mIndexFont;
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HUDFont mAmountFont;
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InventoryBarState diparms;
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override void Init()
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{
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Super.Init();
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SetSize(32, 320, 200);
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// Create the font used for the fullscreen HUD
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Font fnt = "HUDFONT_DOOM";
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mHUDFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true, 1, 1);
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fnt = "INDEXFONT_DOOM";
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mIndexFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true);
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mAmountFont = HUDFont.Create("INDEXFONT");
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diparms = InventoryBarState.Create();
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}
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override void Draw (int state, double TicFrac)
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{
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Super.Draw (state, TicFrac);
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if (state == HUD_StatusBar)
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{
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BeginStatusBar();
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DrawMainBar (TicFrac);
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}
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else if (state == HUD_Fullscreen)
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{
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BeginHUD();
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DrawFullScreenStuff ();
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}
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}
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protected void DrawMainBar (double TicFrac)
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{
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DrawImage("STBAR", (0, 168), DI_ITEM_OFFSETS);
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DrawImage("STTPRCNT", (90, 171), DI_ITEM_OFFSETS);
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DrawImage("STTPRCNT", (221, 171), DI_ITEM_OFFSETS);
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Inventory a1 = GetCurrentAmmo();
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if (a1 != null) DrawString(mHUDFont, FormatNumber(a1.Amount, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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bool locks[6];
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String image;
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for(int i = 0; i < 6; i++) locks[i] = CPlayer.mo.CheckKeys(i + 1, false, true);
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// key 1
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if (locks[1] && locks[4]) image = "STKEYS6";
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else if (locks[1]) image = "STKEYS0";
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else if (locks[4]) image = "STKEYS3";
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DrawImage(image, (239, 171), DI_ITEM_OFFSETS);
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// key 2
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if (locks[2] && locks[5]) image = "STKEYS7";
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else if (locks[2]) image = "STKEYS1";
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else if (locks[5]) image = "STKEYS4";
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else image = "";
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DrawImage(image, (239, 181), DI_ITEM_OFFSETS);
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// key 3
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if (locks[0] && locks[3]) image = "STKEYS8";
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else if (locks[0]) image = "STKEYS2";
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else if (locks[3]) image = "STKEYS5";
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else image = "";
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DrawImage(image, (239, 191), DI_ITEM_OFFSETS);
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int amt1, maxamt;
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[amt1, maxamt] = GetAmount("Clip");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 173), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 173), DI_TEXT_ALIGN_RIGHT);
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[amt1, maxamt] = GetAmount("Shell");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 179), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 179), DI_TEXT_ALIGN_RIGHT);
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[amt1, maxamt] = GetAmount("RocketAmmo");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 185), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 185), DI_TEXT_ALIGN_RIGHT);
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[amt1, maxamt] = GetAmount("Cell");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 191), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 191), DI_TEXT_ALIGN_RIGHT);
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if (deathmatch || teamplay)
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{
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (138, 171), DI_TEXT_ALIGN_RIGHT);
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}
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else
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{
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DrawImage("STARMS", (104, 168), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(2)? "STYSNUM2" : "STGNUM2", (111, 172), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(3)? "STYSNUM3" : "STGNUM3", (123, 172), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(4)? "STYSNUM4" : "STGNUM4", (135, 172), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(5)? "STYSNUM5" : "STGNUM5", (111, 182), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(6)? "STYSNUM6" : "STGNUM6", (123, 182), DI_ITEM_OFFSETS);
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DrawImage(CPlayer.HasWeaponsInSlot(7)? "STYSNUM7" : "STGNUM7", (135, 182), DI_ITEM_OFFSETS);
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}
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if (multiplayer)
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{
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DrawImage("STFBANY", (143, 168), DI_ITEM_OFFSETS|DI_TRANSLATABLE);
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}
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if (CPlayer.mo.InvSel != null && !Level.NoInventoryBar)
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{
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DrawInventoryIcon(CPlayer.mo.InvSel, (160, 198));
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if (CPlayer.mo.InvSel.Amount > 1)
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{
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DrawString(mAmountFont, FormatNumber(CPlayer.mo.InvSel.Amount), (175, 198-mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
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}
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}
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else
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{
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DrawTexture(GetMugShot(5), (143, 168), DI_ITEM_OFFSETS);
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}
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if (isInventoryBarVisible())
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{
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DrawInventoryBar(diparms, (48, 169), 7, DI_ITEM_LEFT_TOP);
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}
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}
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protected void DrawFullScreenStuff ()
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{
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Vector2 iconbox = (40, 20);
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// Draw health
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let berserk = CPlayer.mo.FindInventory("PowerStrength");
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DrawImage(berserk? "PSTRA0" : "MEDIA0", (20, -2));
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DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20));
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let armor = CPlayer.mo.FindInventory("BasicArmor");
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if (armor != null && armor.Amount > 0)
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{
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DrawInventoryIcon(armor, (20, -22));
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DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40));
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}
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Inventory ammotype1, ammotype2;
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[ammotype1, ammotype2] = GetCurrentAmmo();
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int invY = -20;
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if (ammotype1 != null)
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{
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DrawInventoryIcon(ammotype1, (-14, -4));
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DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT);
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invY -= 20;
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}
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if (ammotype2 != null && ammotype2 != ammotype1)
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{
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DrawInventoryIcon(ammotype2, (-14, invY + 17));
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DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
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invY -= 20;
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}
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if (!isInventoryBarVisible() && !Level.NoInventoryBar && CPlayer.mo.InvSel != null)
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{
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DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17));
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DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT);
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}
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if (deathmatch)
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{
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD);
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}
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// Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod
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// so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution.
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Vector2 keypos = (-10, 2);
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int rowc = 0;
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double roww = 0;
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for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
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{
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if (i is "Key" && i.Icon.IsValid())
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{
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DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP);
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Vector2 size = TexMan.GetScaledSize(i.Icon);
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keypos.Y += size.Y + 2;
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roww = max(roww, size.X);
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if (++rowc == 3)
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{
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keypos.Y = 2;
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keypos.X -= roww + 2;
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roww = 0;
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rowc = 0;
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}
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}
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}
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if (isInventoryBarVisible())
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{
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DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
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}
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}
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}
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