qzdoom/src/g_shared/shared_hud.cpp
alexey.lysiuk f38f7adf17 Automatic layout for ammo images in alternative HUD
When ammo icon is displayed before text its position depends on number of digits in current and maximum amounts
2016-07-28 08:19:31 +02:00

1262 lines
35 KiB
C++

/*
** 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 "c_cvars.h"
#include "w_wad.h"
#include "a_keys.h"
#include "sbar.h"
#include "sc_man.h"
#include "templates.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 <time.h>
#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, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
CVAR(Int,hud_althudscale, 2, 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 (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[4]; // Inventory arrows
static int hudwidth, hudheight; // current width/height for HUD display
static int statspace;
DVector2 AM_GetPosition();
FTextureID GetHUDIcon(PClassInventory *cls)
{
return cls->AltHUDIcon;
}
void SetHUDIcon(PClassInventory *cls, FTextureID tex)
{
cls->AltHUDIcon = tex;
}
//---------------------------------------------------------------------------
//
// 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, int trans=0xc000)
{
double scale1, scale2;
if (tex)
{
double texwidth=tex->GetScaledWidthDouble();
double texheight=tex->GetScaledHeightDouble();
if (w<texwidth) scale1=w/texwidth;
else scale1=1.0f;
if (h<texheight) scale2=h/texheight;
else scale2=1.0f;
if (scale2<scale1) scale1=scale2;
x+=w>>1;
y+=h;
w=(int)(texwidth*scale1);
h=(int)(texheight*scale1);
screen->DrawTexture(tex, x, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1, TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
// Draws a text but uses a fixed width for all characters
//
//---------------------------------------------------------------------------
static void DrawHudText(FFont *font, int color, char * text, int x, int y, int trans=0xc000)
{
int zerowidth;
FTexture *tex_zero = font->GetChar('0', &zerowidth);
x+=zerowidth/2;
for(int i=0;text[i];i++)
{
int width;
FTexture *texc = font->GetChar(text[i], &width);
if (texc != NULL)
{
double offset = texc->GetScaledTopOffsetDouble()
- tex_zero->GetScaledTopOffsetDouble()
+ tex_zero->GetScaledHeightDouble();
screen->DrawChar(font, color, x, y, text[i],
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_LeftOffset, width/2, DTA_TopOffsetF, offset,
/*DTA_CenterBottomOffset, 1,*/ TAG_DONE);
}
x += zerowidth;
}
}
//---------------------------------------------------------------------------
//
// Draws a number with a fixed width for all digits
//
//---------------------------------------------------------------------------
static void DrawHudNumber(FFont *font, int color, int num, int x, int y, int trans=0xc000)
{
char text[15];
mysnprintf(text, countof(text), "%d", num);
DrawHudText(font, color, text, x, y, trans);
}
//===========================================================================
//
// draw the status (number of kills etc)
//
//===========================================================================
static void DrawStatLine(int x, int &y, const char *prefix, const char *string)
{
y -= SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
screen->DrawText(SmallFont, hudcolor_stats, x+statspace, y, string,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0xc000, TAG_DONE);
}
static void DrawStatus(player_t * CPlayer, int x, int y)
{
char tempstr[50];
if (hud_showscore)
{
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->Score);
DrawStatLine(x, y, "Sc:", tempstr);
}
if (hud_showstats)
{
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->accuracy);
DrawStatLine(x, y, "Ac:", tempstr);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->stamina);
DrawStatLine(x, y, "St:", tempstr);
}
if (!deathmatch)
{
// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
// work in cooperative hub games
if (hud_showsecrets)
{
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets);
DrawStatLine(x, y, "S:", tempstr);
}
if (hud_showitems)
{
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items);
DrawStatLine(x, y, "I:", tempstr);
}
if (hud_showmonsters)
{
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters);
DrawStatLine(x, y, "K:", tempstr);
}
}
}
//===========================================================================
//
// draw health
//
//===========================================================================
static void DrawHealth(player_t *CPlayer, int x, int y)
{
int health = CPlayer->health;
// decide on the color first
int fontcolor =
health < hud_health_red ? CR_RED :
health < hud_health_yellow ? CR_GOLD :
health <= hud_health_green ? CR_GREEN :
CR_BLUE;
const bool haveBerserk = hud_berserk_health
&& NULL != berserkpic
&& NULL != CPlayer->mo->FindInventory< APowerStrength >();
DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
}
//===========================================================================
//
// Draw Armor.
// very similar to drawhealth, but adapted to handle Hexen armor too
//
//===========================================================================
static void DrawArmor(ABasicArmor * barmor, AHexenArmor * harmor, int x, int y)
{
int ap = 0;
int bestslot = 4;
if (harmor)
{
auto ac = (harmor->Slots[0] + harmor->Slots[1] + harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4]);
ap += int(ac);
if (ac)
{
// Find the part of armor that protects the most
bestslot = 0;
for (int i = 1; i < 4; ++i)
{
if (harmor->Slots[i] > harmor->Slots[bestslot])
{
bestslot = i;
}
}
}
}
if (barmor)
{
ap += barmor->Amount;
}
if (ap)
{
// decide on color
int fontcolor =
ap < hud_armor_red ? CR_RED :
ap < hud_armor_yellow ? CR_GOLD :
ap <= hud_armor_green ? CR_GREEN :
CR_BLUE;
// Use the sprite of one of the predefined Hexen armor bonuses.
// This is not a very generic approach, but it is not possible
// to truly create new types of Hexen armor bonus items anyway.
if (harmor && bestslot < 4)
{
char icon[] = "AR_1A0";
switch (bestslot)
{
case 1: icon[3] = '2'; break;
case 2: icon[3] = '3'; break;
case 3: icon[3] = '4'; break;
default: break;
}
DrawImageToBox(TexMan.FindTexture(icon, FTexture::TEX_Sprite), x, y, 31, 17);
}
else if (barmor) DrawImageToBox(TexMan[barmor->Icon], x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
}
}
//===========================================================================
//
// KEYS
//
//===========================================================================
//---------------------------------------------------------------------------
//
// create a sorted list of the defined keys so
// this doesn't have to be done each frame
//
//---------------------------------------------------------------------------
static TArray<PClassActor *> KeyTypes, UnassignedKeyTypes;
static int ktcmp(const void * a, const void * b)
{
AKey *key1 = (AKey*)GetDefaultByType ( *(PClassActor **)a );
AKey *key2 = (AKey*)GetDefaultByType ( *(PClassActor **)b );
return key1->KeyNumber - key2->KeyNumber;
}
static void SetKeyTypes()
{
for(unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); i++)
{
PClass *ti = PClassActor::AllActorClasses[i];
if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
{
PClassActor *tia = static_cast<PClassActor *>(ti);
AKey *key = (AKey*)GetDefaultByType(tia);
if (key->Icon.isValid() && key->KeyNumber>0)
{
KeyTypes.Push(tia);
}
else
{
UnassignedKeyTypes.Push(tia);
}
}
}
if (KeyTypes.Size())
{
qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
}
else
{
// Don't leave the list empty
PClassActor *ti = RUNTIME_CLASS(AKey);
KeyTypes.Push(ti);
}
}
//---------------------------------------------------------------------------
//
// Draw one key
//
// Regarding key icons, Doom's are too small, Heretic doesn't have any,
// for Hexen the in-game sprites look better and for Strife it doesn't matter
// so always use the spawn state's sprite instead of the icon here unless an
// override is specified in ALTHUDCF.
//
//---------------------------------------------------------------------------
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
FTextureID icon = FNullTextureID();
FTextureID AltIcon = GetHUDIcon(inv->GetClass());
if (!AltIcon.Exists()) return;
if (AltIcon.isValid())
{
icon = AltIcon;
}
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
{
FState * state = inv->SpawnState;
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
icon = sprframe->Texture[0];
}
}
if (icon.isNull()) icon = inv->Icon;
if (icon.isValid())
{
x -= 9;
DrawImageToBox(TexMan[icon], x, y, 8, 10);
c++;
if (c>=10)
{
x=xo;
y-=11;
c=0;
}
}
}
//---------------------------------------------------------------------------
//
// Draw all keys
//
//---------------------------------------------------------------------------
static int DrawKeys(player_t * CPlayer, int x, int y)
{
int yo=y;
int xo=x;
int i;
int c=0;
AInventory *inv;
if (!deathmatch)
{
if (KeyTypes.Size() == 0) SetKeyTypes();
// First all keys that are assigned to locks (in reverse order of definition)
for (i = KeyTypes.Size()-1; i >= 0; i--)
{
if ((inv = CPlayer->mo->FindInventory(KeyTypes[i])))
{
DrawOneKey(xo, x, y, c, inv);
}
}
// And now the rest
for (i = UnassignedKeyTypes.Size()-1; i >= 0; i--)
{
if ((inv = CPlayer->mo->FindInventory(UnassignedKeyTypes[i])))
{
DrawOneKey(xo, x, y, c, inv);
}
}
}
if (x == xo && y != yo) y+=11;
return y-11;
}
//---------------------------------------------------------------------------
//
// Drawing Ammo
//
//---------------------------------------------------------------------------
static TArray<PClassAmmo *> orderedammos;
static void AddAmmoToList(AWeapon * weapdef)
{
for(int i=0; i<2;i++)
{
PClassAmmo * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
if (ti)
{
AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
{
unsigned int j;
for(j=0;j<orderedammos.Size();j++)
{
if (ti == orderedammos[j]) break;
}
if (j==orderedammos.Size()) orderedammos.Push(ti);
}
}
}
}
static int GetDigitCount(int value)
{
int digits = 0;
do
{
value /= 10;
++digits;
}
while (0 != value);
return digits;
}
static void GetAmmoTextLengths(player_t *CPlayer, int& ammocur, int& ammomax)
{
for (auto type : orderedammos)
{
AAmmo * ammoitem = static_cast<AAmmo*>(CPlayer->mo->FindInventory(type));
AAmmo * inv = nullptr == ammoitem
? static_cast<AAmmo*>(GetDefaultByType(type))
: ammoitem;
assert(nullptr != inv);
ammocur = MAX(ammocur, nullptr == ammoitem ? 0 : ammoitem->Amount);
ammomax = MAX(ammomax, inv->MaxAmount);
}
ammocur = GetDigitCount(ammocur);
ammomax = GetDigitCount(ammomax);
}
static int DrawAmmo(player_t *CPlayer, int x, int y)
{
int i,j,k;
char buf[256];
AInventory *inv;
AWeapon *wi=CPlayer->ReadyWeapon;
orderedammos.Clear();
if (0 == hud_showammo)
{
// Show ammo for current weapon if any
if (wi) AddAmmoToList(wi);
}
else
{
// Order ammo by use of weapons in the weapon slots
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
{
PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap)
{
// Show ammo for available weapons if hud_showammo CVAR is 1
// or show ammo for all weapons if hud_showammo is greater than 1
if (hud_showammo > 1 || CPlayer->mo->FindInventory(weap))
{
AddAmmoToList((AWeapon*)GetDefaultByType(weap));
}
}
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
AddAmmoToList((AWeapon*)inv);
}
}
}
// ok, we got all ammo types. Now draw the list back to front (bottom to top)
int ammocurlen = 0;
int ammomaxlen = 0;
GetAmmoTextLengths(CPlayer, ammocurlen, ammomaxlen);
mysnprintf(buf, countof(buf), "%0*d/%0*d", ammocurlen, 0, ammomaxlen, 0);
int def_width = ConFont->StringWidth(buf);
int yadd = ConFont->GetHeight();
int xtext = x - def_width;
int ximage = x;
if (hud_ammo_order > 0)
{
xtext -= 24;
ximage -= 20;
}
else
{
ximage -= def_width + 20;
}
for(i=orderedammos.Size()-1;i>=0;i--)
{
PClassAmmo * type = orderedammos[i];
AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);
AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
FTextureID AltIcon = GetHUDIcon(type);
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
if (!icon.isValid()) continue;
int trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0xc000:0x6000;
int maxammo = inv->MaxAmount;
int ammo = ammoitem? ammoitem->Amount : 0;
mysnprintf(buf, countof(buf), "%*d/%*d", ammocurlen, ammo, ammomaxlen, maxammo);
int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);
int fontcolor=( !maxammo ? CR_GRAY :
ammo < ( (maxammo * hud_ammo_red) / 100) ? CR_RED :
ammo < ( (maxammo * hud_ammo_yellow) / 100) ? CR_GOLD : CR_GREEN );
DrawHudText(ConFont, fontcolor, buf, xtext-tex_width, y+yadd, trans);
DrawImageToBox(TexMan[icon], ximage, y, 16, 8, trans);
y-=10;
}
return y;
}
//---------------------------------------------------------------------------
//
// Weapons List
//
//---------------------------------------------------------------------------
FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL) // This function is also used by SBARINFO
{
FTextureID picnum, AltIcon = GetHUDIcon(item->GetClass());
FState * state=NULL, *ReadyState;
picnum.SetNull();
if (flags & DI_ALTICONFIRST)
{
if (!(flags & DI_SKIPALTICON) && AltIcon.isValid())
picnum = AltIcon;
else if (!(flags & DI_SKIPICON))
picnum = item->Icon;
}
else
{
if (!(flags & DI_SKIPICON) && item->Icon.isValid())
picnum = item->Icon;
else if (!(flags & DI_SKIPALTICON))
picnum = AltIcon;
}
if (!picnum.isValid()) //isNull() is bad for checking, because picnum could be also invalid (-1)
{
if (!(flags & DI_SKIPSPAWN) && item->SpawnState && item->SpawnState->sprite!=0)
{
state = item->SpawnState;
if (applyscale != NULL && !(flags & DI_FORCESCALE))
{
*applyscale = true;
}
}
// no spawn state - now try the ready state if it's weapon
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(RUNTIME_CLASS(AWeapon)) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite!=0)
{
state = ReadyState;
}
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
picnum = sprframe->Texture[0];
}
}
return picnum;
}
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
{
int trans;
// Powered up weapons and inherited sister weapons are not displayed.
if (weapon->WeaponFlags & WIF_POWERED_UP) return;
if (weapon->SisterWeapon && weapon->IsKindOf(weapon->SisterWeapon->GetClass())) return;
trans=0x6666;
if (CPlayer->ReadyWeapon)
{
if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999;
}
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(RUNTIME_CLASS(AWeapon)) &&
!CPlayer->weapons.LocateWeapon(static_cast<AWeapon*>(inv)->GetClass(), NULL, NULL))
{
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
}
}
// And now everything in the weapon slots back to front
for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.Slots[k].Size() - 1; j >= 0; j--)
{
PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap)
{
inv=CPlayer->mo->FindInventory(weap);
if (inv)
{
DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(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[!!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, TAG_DONE);
}
for(i=0;i<numitems && rover;rover=rover->NextInv())
{
if (rover->Amount>0)
{
FTextureID AltIcon = GetHUDIcon(rover->GetClass());
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
{
int trans = rover==CPlayer->mo->InvSel ? 0x10000 : 0x6666;
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[2 + !!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, 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 vwidth = con_scaletext==0? SCREENWIDTH : SCREENWIDTH/2;
int vheight = con_scaletext==0? SCREENHEIGHT : SCREENHEIGHT/2;
int xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
int ypos = 18;
screen->DrawText(SmallFont, hudcolor_titl, vwidth - 6 - SmallFont->StringWidth(level.MapName), ypos, level.MapName,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
screen->DrawText(SmallFont, hudcolor_titl, vwidth - 6 - SmallFont->StringWidth(level.LevelName), ypos + h, level.LevelName,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "X: %d", int(pos.X));
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+2*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "Y: %d", int(pos.Y));
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+3*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "Z: %d", int(pos.Z));
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+4*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// 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<int>( 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
//
//---------------------------------------------------------------------------
void DrawHUD()
{
player_t * CPlayer = StatusBar->CPlayer;
players[consoleplayer].inventorytics = 0;
if (hud_althudscale && SCREENWIDTH>640)
{
hudwidth=SCREENWIDTH/2;
if (hud_althudscale == 2)
{
// Optionally just double the pixels to reduce scaling artifacts.
hudheight=SCREENHEIGHT/2;
}
else
{
if (WidescreenRatio == 4)
{
hudheight = hudwidth * 30 / BaseRatioSizes[WidescreenRatio][3]; // BaseRatioSizes is inverted for this mode
}
else
{
hudheight = hudwidth * 30 / (48*48/BaseRatioSizes[WidescreenRatio][3]);
}
}
}
else
{
hudwidth=SCREENWIDTH;
hudheight=SCREENHEIGHT;
}
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<ABasicArmor>(),
CPlayer->mo->FindInventory<AHexenArmor>(), 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 (CPlayer->camera && CPlayer->camera->player)
{
StatusBar->DrawCrosshair();
}
if (idmypos) DrawCoordinates(CPlayer);
DrawTime();
DrawLatency();
}
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);
}
}
/////////////////////////////////////////////////////////////////////////
//
// 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("INVGEML2");
invgems[2] = TexMan.FindTexture("INVGEMR1");
invgems[3] = TexMan.FindTexture("INVGEMR2");
fragpic = TexMan.FindTexture("HU_FRAGS"); // Sadly, I don't have anything usable for this. :(
KeyTypes.Clear();
UnassignedKeyTypes.Clear();
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, FTexture::TEX_MiscPatch);
if (tex.isValid()) healthpic = TexMan[tex];
}
else if (sc.Compare("Berserk"))
{
sc.MustGetString();
FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_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, FTexture::TEX_MiscPatch);
}
else tex.SetInvalid();
if (ti) SetHUDIcon(static_cast<PClassInventory*>(ti), tex);
}
}
}
}