- Blood: use names instead of indices to address textures in the status bar drawer.

This is a preparation for scriptification of the status bars. Blood's wasn't using any symbolic constants at all aside from the new HUD fonts.
This commit is contained in:
Christoph Oelckers 2021-05-11 01:02:09 +02:00
parent acb4830eb5
commit 5859188d3a
3 changed files with 295 additions and 117 deletions

View file

@ -18,3 +18,177 @@ x(SBarNumberInv, 9240)
x(SBarNumberArmor1, 9250)
x(SBarNumberArmor2, 9260)
x(SBarNumberArmor3, 9270)
x(SBarSlash, 9280)
x(PackBG, 2568)
x(PackSelect, 2559)
x(PackIcon1, 2569)
x(PackIcon2, 2564)
x(PackIcon3, 2566)
x(PackIcon4, 2568)
x(PackIcon5, 2560)
x(Pack2Icon1, 519)
x(Pack2Icon2, 830)
x(Pack2Icon3, 760)
x(Pack2Icon4, 839)
x(Pack2Icon5, 827)
x(AmmoIcon1, 816)
x(AmmoIcon2, 619)
x(AmmoIcon3, 817)
x(AmmoIcon4, 801)
x(AmmoIcon5, 589)
x(AmmoIcon6, 618)
x(AmmoIcon7, 548)
x(AmmoIcon8, 820)
x(AmmoIcon9, 525)
x(AmmoIcon10, 811)
x(AmmoIcon11, 810)
x(SBPlayerSlot, 2229)
x(FlagHave, 3558)
x(FlagHaveNot, 3559)
x(FlagDropped, 2332)
x(FlagTaken, 4097)
x(Statusbar, 2200)
x(FullHUD, 2201)
x(Armor1Gauge, 2207)
x(Armor2Gauge, 2208)
x(Armor3Gauge, 2209)
x(KeyIcon1, 2220)
x(KeyIcon2, 2221)
x(KeyIcon3, 2222)
x(KeyIcon4, 2223)
x(KeyIcon5, 2224)
x(KeyIcon6, 2225)
x(HudKeyIcon1, 2552)
x(HudKeyIcon2, 2553)
x(HudKeyIcon3, 2554)
x(HudKeyIcon4, 2555)
x(HudKeyIcon5, 2556)
x(HudKeyIcon6, 2557)
x(HudKeyIcon7, 2558)
x(BlinkIcon, 2202)
x(ThrowGauge, 2260)
x(Armorbox, 2173)
x(Healthicon, 2169)
x(Armor1Icon, 2578)
x(Armor2Icon, 2602)
x(Armor3Icon, 2586)
x(SBarNumberHealth0, 9220)
x(SBarNumberHealth1, 9221)
x(SBarNumberHealth2, 9222)
x(SBarNumberHealth3, 9223)
x(SBarNumberHealth4, 9224)
x(SBarNumberHealth5, 9225)
x(SBarNumberHealth6, 9226)
x(SBarNumberHealth7, 9227)
x(SBarNumberHealth8, 9228)
x(SBarNumberHealth9, 9229)
x(SBarNumberAmmo0, 9230)
x(SBarNumberAmmo1, 9231)
x(SBarNumberAmmo2, 9232)
x(SBarNumberAmmo3, 9233)
x(SBarNumberAmmo4, 9234)
x(SBarNumberAmmo5, 9235)
x(SBarNumberAmmo6, 9236)
x(SBarNumberAmmo7, 9237)
x(SBarNumberAmmo8, 9238)
x(SBarNumberAmmo9, 9239)
x(SBarNumberInv0, 9240)
x(SBarNumberInv1, 9241)
x(SBarNumberInv2, 9242)
x(SBarNumberInv3, 9243)
x(SBarNumberInv4, 9244)
x(SBarNumberInv5, 9245)
x(SBarNumberInv6, 9246)
x(SBarNumberInv7, 9247)
x(SBarNumberInv8, 9248)
x(SBarNumberInv9, 9249)
x(SBarNumberArmor1_0, 9250)
x(SBarNumberArmor1_1, 9251)
x(SBarNumberArmor1_2, 9252)
x(SBarNumberArmor1_3, 9253)
x(SBarNumberArmor1_4, 9254)
x(SBarNumberArmor1_5, 9255)
x(SBarNumberArmor1_6, 9256)
x(SBarNumberArmor1_7, 9257)
x(SBarNumberArmor1_8, 9258)
x(SBarNumberArmor1_9, 9259)
x(SBarNumberArmor2_0, 9260)
x(SBarNumberArmor2_1, 9261)
x(SBarNumberArmor2_2, 9262)
x(SBarNumberArmor2_3, 9263)
x(SBarNumberArmor2_4, 9264)
x(SBarNumberArmor2_5, 9265)
x(SBarNumberArmor2_6, 9266)
x(SBarNumberArmor2_7, 9267)
x(SBarNumberArmor2_8, 9268)
x(SBarNumberArmor2_9, 9269)
x(SBarNumberArmor3_0, 9270)
x(SBarNumberArmor3_1, 9271)
x(SBarNumberArmor3_2, 9272)
x(SBarNumberArmor3_3, 9273)
x(SBarNumberArmor3_4, 9274)
x(SBarNumberArmor3_5, 9275)
x(SBarNumberArmor3_6, 9276)
x(SBarNumberArmor3_7, 9277)
x(SBarNumberArmor3_8, 9278)
x(SBarNumberArmor3_9, 9279)
x(SBarPackAmount0, 2250)
x(SBarPackAmount1, 2251)
x(SBarPackAmount2, 2252)
x(SBarPackAmount3, 2253)
x(SBarPackAmount4, 2254)
x(SBarPackAmount5, 2255)
x(SBarPackAmount6, 2256)
x(SBarPackAmount7, 2257)
x(SBarPackAmount8, 2258)
x(SBarPackAmount9, 2259)
x(SBarHealthAmount0, 2190)
x(SBarHealthAmount1, 2191)
x(SBarHealthAmount2, 2192)
x(SBarHealthAmount3, 2193)
x(SBarHealthAmount4, 2194)
x(SBarHealthAmount5, 2195)
x(SBarHealthAmount6, 2196)
x(SBarHealthAmount7, 2197)
x(SBarHealthAmount8, 2198)
x(SBarHealthAmount9, 2199)
x(SBarAmmoAmount0, 2230)
x(SBarAmmoAmount1, 2231)
x(SBarAmmoAmount2, 2232)
x(SBarAmmoAmount3, 2233)
x(SBarAmmoAmount4, 2234)
x(SBarAmmoAmount5, 2235)
x(SBarAmmoAmount6, 2236)
x(SBarAmmoAmount7, 2237)
x(SBarAmmoAmount8, 2238)
x(SBarAmmoAmount9, 2239)
x(SBarWaponNum0, 2240)
x(SBarWaponNum0, 2241)
x(SBarWaponNum0, 2242)
x(SBarWaponNum0, 2243)
x(SBarWaponNum0, 2244)
x(SBarWaponNum0, 2245)
x(SBarWaponNum0, 2246)
x(SBarWaponNum0, 2247)
x(SBarWaponNum0, 2248)
x(SBarWaponNum0, 2249)

View file

@ -51,44 +51,19 @@ BEGIN_BLD_NS
//
//---------------------------------------------------------------------------
static int gPackIcons[5] = {
2569, 2564, 2566, 2568, 2560
static const char* gPackIcons[5] = {
"PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5"
};
struct PACKICON2 {
short nTile;
int nScale;
int nYOffs;
};
static const char* packIcons2[] = { "Pack2Icon1", "Pack2Icon2", "Pack2Icon3", "Pack2Icon4", "Pack2Icon5" };
static const char* ammoIcons[] = { nullptr, "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6",
"AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
PACKICON2 gPackIcons2[] = {
{ 519, (int)(65536 * 0.5), 0 },
{ 830, (int)(65536 * 0.3), 0 },
{ 760, (int)(65536 * 0.6), 0 },
{ 839, (int)(65536 * 0.5), -4 },
{ 827, (int)(65536 * 0.4), 0 },
};
static const float packScale[] = { 0.5f, 0.3f, 0.6f, 0.5f, 0.4f };
static const int packYoffs[] = { 0, 0, 0, -4, 0 };
static const float ammoScale[] = { 0, 0.5f, 0.8f, 0.7f, 0.5f, 0.7f, 0.5f, 0.3f, 0.3f, 0.6f, 0.5f, 0.45f };
static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 };
struct AMMOICON {
short nTile;
int nScale;
int nYOffs;
};
static AMMOICON gAmmoIcons[] = {
{ -1, 0, 0 },
{ 816, (int)(65536 * 0.5), 0 },
{ 619, (int)(65536 * 0.8), 0 },
{ 817, (int)(65536 * 0.7), 3 },
{ 801, (int)(65536 * 0.5), -6 },
{ 589, (int)(65536 * 0.7), 2 },
{ 618, (int)(65536 * 0.5), 4 },
{ 548, (int)(65536 * 0.3), -6 },
{ 820, (int)(65536 * 0.3), -6 },
{ 525, (int)(65536 * 0.6), -6 },
{ 811, (int)(65536 * 0.5), 2 },
{ 810, (int)(65536 * 0.45), 2 },
};
struct POWERUPDISPLAY
{
@ -124,27 +99,53 @@ private:
//
//---------------------------------------------------------------------------
void DrawStatSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO)
void DrawStatSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO)
{
int flags = align | ((nStat & RS_CENTERBOTTOM)? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT)? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER);
double alpha = 1.;
double scale = nScale / 65536.;
DrawGraphic(TexMan.CheckForTexture(nTile, ETextureType::Any), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style);
}
void DrawStatMaskedSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO)
{
DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
void DrawStatSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO)
{
int flags = align | ((nStat & RS_CENTERBOTTOM) ? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT) ? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER);
double alpha = 1.;
double scale = nScale / 65536.;
DrawGraphic(tileGetTexture(nTile, true), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style);
}
void DrawStatMaskedSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO)
{
DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
int texWidth(const char* name)
{
auto tex = TexMan.FindGameTexture(name, ETextureType::Any);
return tex ? int(tex->GetDisplayWidth()) : 0;
}
int texHeight(const char* name)
{
auto tex = TexMan.FindGameTexture(name, ETextureType::Any);
return tex ? int(tex->GetDisplayHeight()) : 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DrawStatNumber(const char* pFormat, int nNumber, int nTile, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0)
void DrawStatNumber(const char* pFormat, int nNumber, const char* nametemplate, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0)
{
double width = (tileWidth(nTile) + 1) * (nScale / 65536.);
FStringf name("%s%d", nametemplate, 1);
double width = (texWidth(name) + 1) * (nScale / 65536.);
char tempbuf[80];
mysnprintf(tempbuf, 80, pFormat, nNumber);
@ -153,7 +154,8 @@ private:
for (unsigned int i = 0; tempbuf[i]; i++, x += width)
{
if (tempbuf[i] == ' ') continue;
DrawStatSprite(nTile + tempbuf[i] - '0', x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
name.Format("%s%d", nametemplate, tempbuf[i] - '0');
DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
}
@ -163,23 +165,25 @@ private:
//
//---------------------------------------------------------------------------
void DrawCharArray(const char* string, int nTile, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0)
void DrawCharArray(const char* text, const char *nametemplate, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0)
{
double width = (tileWidth(nTile) + 1) * (nScale / 65536.);
FStringf name("%s%d", nametemplate, 1);
double width = (texWidth(name) + 1) * (nScale / 65536.);
x += 0.5;
y += 0.5; // This is needed because due to using floating point math, this code rounds slightly differently which for the numbers can be a problem.
for (unsigned int i = 0; string[i]; i++, x += width)
for (unsigned int i = 0; text[i]; i++, x += width)
{
// Hackasaurus rex to give me a slash when drawing the weapon count of a reloadable gun.
if (string[i] == 47 && nTile == kSBarNumberAmmo)
if (text[i] == 47)
{
DrawStatSprite(9280, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
DrawStatSprite("SBarSlash", x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
else
{
DrawStatSprite(nTile + string[i] - '0', x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
name.Format("%s%d", nametemplate, text[i] - '0');
DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
}
}
@ -190,13 +194,15 @@ private:
//
//---------------------------------------------------------------------------
void TileHGauge(int nTile, double x, double y, int nMult, int nDiv, int nStat = 0, int nScale = 65536)
void TileHGauge(const char* nTile, double x, double y, int nMult, int nDiv, int nStat = 0, int nScale = 65536)
{
int w = tileWidth(nTile);
auto tex = TexMan.CheckForTexture(nTile, ETextureType::Any);
if (!tex.isValid()) return;
int w = TexMan.GetGameTexture(tex)->GetDisplayWidth();
int bx = scale(MulScale(w, nScale, 16), nMult, nDiv) + x;
double scale = double(bx - x) / w;
double sc = nScale / 65536.;
DrawGraphic(tileGetTexture(nTile, true), x, y, DI_ITEM_LEFT_TOP, 1., -1, -1, sc, sc, STYLE_Translucent, 0xffffffff, 0, scale);
DrawGraphic(tex, x, y, DI_ITEM_LEFT_TOP, 1., -1, -1, sc, sc, STYLE_Translucent, 0xffffffff, 0, scale);
}
@ -317,7 +323,7 @@ private:
DrawStatMaskedSprite(powerups[i].nTile, x, y + powerups[i].yOffset, 0, 0, 256, (int)(65536 * powerups[i].nScaleRatio), DI_SCREEN_LEFT_CENTER);
}
DrawStatNumber("%d", remainingSeconds, kSBarNumberInv, x + 15, y, 0, remainingSeconds > warningTime ? 0 : 2, 256, 65536 * 0.5, DI_SCREEN_LEFT_CENTER);
DrawStatNumber("%d", remainingSeconds, "SBarNumberInv", x + 15, y, 0, remainingSeconds > warningTime ? 0 : 2, 256, 65536 * 0.5, DI_SCREEN_LEFT_CENTER);
y += 20;
}
}
@ -341,7 +347,7 @@ private:
if (pPlayer->packSlots[i].curAmount)
{
packs[nPacks++] = i;
width += tileWidth(gPackIcons[i]) + 1;
width += texWidth(gPackIcons[i]) + 1;
}
}
width /= 2;
@ -349,18 +355,18 @@ private:
for (int i = 0; i < nPacks; i++)
{
int nPack = packs[i];
DrawStatSprite(2568, x + 1, y - 8);
DrawStatSprite(2568, x + 1, y - 6);
DrawStatSprite("PackBG", x + 1, y - 8);
DrawStatSprite("PackBG", x + 1, y - 6);
DrawStatSprite(gPackIcons[nPack], x + 1, y + 1);
if (nPack == pPlayer->packItemId)
DrawStatMaskedSprite(2559, x + 1, y + 1);
DrawStatMaskedSprite("PackSelect", x + 1, y + 1);
int nShade;
if (pPlayer->packSlots[nPack].isActive)
nShade = 4;
else
nShade = 24;
DrawStatNumber("%3d", pPlayer->packSlots[nPack].curAmount, 2250, x - 4, y - 13, nShade, 0);
x += tileWidth(gPackIcons[nPack]) + 1;
DrawStatNumber("%3d", pPlayer->packSlots[nPack].curAmount, "SBarPackAmount", x - 4, y - 13, nShade, 0);
x += texWidth(gPackIcons[nPack]) + 1;
}
}
}
@ -378,15 +384,15 @@ private:
if (id < 0) return;
DrawStatSprite(gPackIcons[id], x, y, 0, 0);
DrawStatNumber("%3d", pPlayer->packSlots[id].curAmount, 2250, x2, y2, 0, 0);
DrawStatNumber("%3d", pPlayer->packSlots[id].curAmount, "SBarPackAmount", x2, y2, 0, 0);
}
void DrawPackItemInStatusBar2(PLAYER* pPlayer, int x, int y, int x2, int y2, int nStat, int nScale)
{
if (pPlayer->packItemId < 0) return;
DrawStatMaskedSprite(gPackIcons2[pPlayer->packItemId].nTile, x, y + gPackIcons2[pPlayer->packItemId].nYOffs, 0, 0, nStat, gPackIcons2[pPlayer->packItemId].nScale);
DrawStatNumber("%3d", pPlayer->packSlots[pPlayer->packItemId].curAmount, kSBarNumberInv, x2, y2, 0, 0, nStat, nScale);
DrawStatMaskedSprite(packIcons2[pPlayer->packItemId], x, y + packYoffs[pPlayer->packItemId], 0, 0, nStat, packScale[pPlayer->packItemId] * 65536);
DrawStatNumber("%3d", pPlayer->packSlots[pPlayer->packItemId].curAmount, "SBarNumberInv", x2, y2, 0, 0, nStat, nScale);
}
//---------------------------------------------------------------------------
@ -401,7 +407,7 @@ private:
{
for (int nCol = 0; nCol < 4; nCol++)
{
DrawStatSprite(2229, -120 + nCol * 80, 4 + nRows * 9, 16, 0, 0, 65536, STYLE_Normal, DI_SCREEN_CENTER_TOP);
DrawStatSprite("SBPlayerSlot", -120 + nCol * 80, 4 + nRows * 9, 16, 0, 0, 65536, STYLE_Normal, DI_SCREEN_CENTER_TOP);
}
}
}
@ -503,7 +509,7 @@ private:
if (team_ticker[team] == 0 || (PlayClock & 8))
{
if (show)
DrawStatNumber("%d", team_score[team], kSBarNumberInv, -30, team ? 25 : -10, 0, team ? 2 : 10, 512, 65536 * 0.75, DI_SCREEN_RIGHT_CENTER);
DrawStatNumber("%d", team_score[team], "SBarNumberInv", -30, team ? 25 : -10, 0, team ? 2 : 10, 512, 65536 * 0.75, DI_SCREEN_RIGHT_CENTER);
}
}
@ -541,19 +547,19 @@ private:
}
bool meHaveBlueFlag = gMe->hasFlag & 1;
DrawStatMaskedSprite(meHaveBlueFlag ? 3558 : 3559, 0, 75-100, 0, 10, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER);
DrawStatMaskedSprite(meHaveBlueFlag ? "FlagHave" : "FlagHaveNot", 0, 75-100, 0, 10, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER);
if (gBlueFlagDropped)
DrawStatMaskedSprite(2332, 305-320, 83 - 100, 0, 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
DrawStatMaskedSprite("FlagDropped", 305-320, 83 - 100, 0, 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
else if (blueFlagTaken)
DrawStatMaskedSprite(4097, 307-320, 77 - 100, 0, blueFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
DrawStatMaskedSprite("FlagTaken", 307-320, 77 - 100, 0, blueFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
flashTeamScore(0, true);
bool meHaveRedFlag = gMe->hasFlag & 2;
DrawStatMaskedSprite(meHaveRedFlag ? 3558 : 3559, 0, 10, 0, 2, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER);
DrawStatMaskedSprite(meHaveRedFlag ? "FlagHave" : "FlagHaveNot", 0, 10, 0, 2, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER);
if (gRedFlagDropped)
DrawStatMaskedSprite(2332, 305-320, 17, 0, 2, 512, 65536, DI_SCREEN_RIGHT_CENTER);
DrawStatMaskedSprite("FlagDropped", 305-320, 17, 0, 2, 512, 65536, DI_SCREEN_RIGHT_CENTER);
else if (redFlagTaken)
DrawStatMaskedSprite(4097, 307-320, 11, 0, redFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
DrawStatMaskedSprite("FlagTaken", 307-320, 11, 0, redFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
flashTeamScore(1, true);
}
@ -565,24 +571,25 @@ private:
void DrawStatusBar(int nPalette)
{
BeginStatusBar(320, 200, tileHeight(2200));
int th = texHeight("Statusbar");
BeginStatusBar(320, 200, th);
PLAYER* pPlayer = gView;
XSPRITE* pXSprite = pPlayer->pXSprite;
DrawStatMaskedSprite(2200, 160, 200, 0, nPalette, RS_CENTERBOTTOM);
DrawStatMaskedSprite("Statusbar", 160, 200, 0, nPalette, RS_CENTERBOTTOM);
DrawPackItemInStatusBar(pPlayer, 265, 186, 260, 172);
if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0)
{
DrawStatNumber("%3d", pXSprite->health >> 4, 2190, 86, 183, 0, 0);
DrawStatNumber("%3d", pXSprite->health >> 4, "SBarHealthAmount", 86, 183, 0, 0);
}
if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1)
{
int num = pPlayer->ammoCount[pPlayer->weaponAmmo];
if (pPlayer->weaponAmmo == 6)
num /= 10;
DrawStatNumber("%3d", num, 2240, 216, 183, 0, 0);
DrawStatNumber("%3d", num, "SBarWeaponNum", 216, 183, 0, 0);
}
for (int i = 9; i >= 1; i--)
{
@ -591,30 +598,30 @@ private:
int num = pPlayer->ammoCount[i];
if (i == 6)
num /= 10;
DrawStatNumber("%3d", num, 2230, x, y, i == pPlayer->weaponAmmo? -128 : 32, 10);
DrawStatNumber("%3d", num, "SBarAmmoAmount", x, y, i == pPlayer->weaponAmmo? -128 : 32, 10);
}
DrawStatNumber("%2d", pPlayer->ammoCount[10], 2230, 291, 194, pPlayer->weaponAmmo == 10? -128 : 32, 10);
DrawStatNumber("%2d", pPlayer->ammoCount[11], 2230, 309, 194, pPlayer->weaponAmmo == 11? -128 : 32, 10);
DrawStatNumber("%2d", pPlayer->ammoCount[10], "SBarAmmoAmount", 291, 194, pPlayer->weaponAmmo == 10? -128 : 32, 10);
DrawStatNumber("%2d", pPlayer->ammoCount[11], "SBarAmmoAmount", 309, 194, pPlayer->weaponAmmo == 11? -128 : 32, 10);
if (pPlayer->armor[1])
{
TileHGauge(2207, 44, 174, pPlayer->armor[1], 3200);
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, 2230, 50, 177, 0, 0);
TileHGauge("Armor1Gauge", 44, 174, pPlayer->armor[1], 3200);
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarAmmoAmount", 50, 177, 0, 0);
}
if (pPlayer->armor[0])
{
TileHGauge(2209, 44, 182, pPlayer->armor[0], 3200);
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, 2230, 50, 185, 0, 0);
TileHGauge("Armor3Gauge", 44, 182, pPlayer->armor[0], 3200);
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarAmmoAmount", 50, 185, 0, 0);
}
if (pPlayer->armor[2])
{
TileHGauge(2208, 44, 190, pPlayer->armor[2], 3200);
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, 2230, 50, 193, 0, 0);
TileHGauge("Armor2Gauge", 44, 190, pPlayer->armor[2], 3200);
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarAmmoAmount", 50, 193, 0, 0);
}
for (int i = 0; i < 6; i++)
{
int nTile = 2220 + i;
FStringf nTile("KEYICON%d", i+1);
double x = 73.5 + (i & 1) * 173;
double y = 171.5 + (i >> 1) * 11;
if (pPlayer->hasKey[i + 1])
@ -622,13 +629,13 @@ private:
else
DrawStatSprite(nTile, x, y, 40, 5);
}
DrawStatMaskedSprite(2202, 118.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
DrawStatMaskedSprite(2202, 201.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
DrawStatMaskedSprite("BlinkIcon", 118.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
DrawStatMaskedSprite("BlinkIcon", 201.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
if (pPlayer->throwPower)
{
TileHGauge(2260, 124, 175.5, pPlayer->throwPower, 65536);
TileHGauge("ThrowGauge", 124, 175.5, pPlayer->throwPower, 65536);
}
drawInventory(pPlayer, 166, 200 - tileHeight(2200));
drawInventory(pPlayer, 166, 200 - th);
// Depending on the scale we can lower the stats display. This needs some tweaking but this catches the important default case already.
PrintLevelStats(pPlayer, (hud_statscale <= 0.501f || hud_scalefactor < 0.7) && double(twod->GetWidth())/twod->GetHeight() > 1.6? 28 : 56);
@ -646,40 +653,40 @@ private:
XSPRITE* pXSprite = pPlayer->pXSprite;
BeginHUD(320, 200, 1);
DrawStatSprite(2201, 34, 187 - 200, 16, nPalette);
DrawStatSprite("FullHUD", 34, 187 - 200, 16, nPalette);
if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0)
{
DrawStatNumber("%3d", pXSprite->health >> 4, 2190, 8, 183 - 200, 0, 0);
DrawStatNumber("%3d", pXSprite->health >> 4, "SBarHealthAmount", 8, 183 - 200, 0, 0);
}
if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1)
{
int num = pPlayer->ammoCount[pPlayer->weaponAmmo];
if (pPlayer->weaponAmmo == 6)
num /= 10;
DrawStatNumber("%3d", num, 2240, 42, 183 - 200, 0, 0);
DrawStatNumber("%3d", num, "SBarWeaponNum", 42, 183 - 200, 0, 0);
}
DrawStatSprite(2173, 284-320, 187 - 200, 16, nPalette);
DrawStatSprite("ArmorBox", 284-320, 187 - 200, 16, nPalette);
if (pPlayer->armor[1])
{
TileHGauge(2207, 250-320, 175 - 200, pPlayer->armor[1], 3200);
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, 2230, 255-320, 178 - 200, 0, 0);
TileHGauge("Armor1Gauge", 250-320, 175 - 200, pPlayer->armor[1], 3200);
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarAmmoAmount", 255-320, 178 - 200, 0, 0);
}
if (pPlayer->armor[0])
{
TileHGauge(2209, 250-320, 183 - 200, pPlayer->armor[0], 3200);
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, 2230, 255-320, 186 - 200, 0, 0);
TileHGauge("Armor3Gauge", 250-320, 183 - 200, pPlayer->armor[0], 3200);
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarAmmoAmount", 255-320, 186 - 200, 0, 0);
}
if (pPlayer->armor[2])
{
TileHGauge(2208, 250-320, 191 - 200, pPlayer->armor[2], 3200);
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, 2230, 255-320, 194 - 200, 0, 0);
TileHGauge("Armor2Gauge", 250-320, 191 - 200, pPlayer->armor[2], 3200);
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarAmmoAmount", 255-320, 194 - 200, 0, 0);
}
DrawPackItemInStatusBar(pPlayer, 286-320, 186 - 200, 302-320, 183 - 200);
for (int i = 0; i < 6; i++)
{
int nTile = 2220 + i;
FStringf nTile("KEYICON%d", i+1);
int x;
int y = - 6;
if (i & 1)
@ -708,22 +715,22 @@ private:
XSPRITE* pXSprite = pPlayer->pXSprite;
BeginHUD(320, 200, 1);
DrawStatMaskedSprite(2169, 12, 195 - 200, 0, 0, 256, (int)(65536 * 0.56));
DrawStatNumber("%d", pXSprite->health >> 4, kSBarNumberHealth, 28, 187 - 200, 0, 0, 256);
DrawStatMaskedSprite("HealthIcon", 12, 195 - 200, 0, 0, 256, (int)(65536 * 0.56));
DrawStatNumber("%d", pXSprite->health >> 4, "SBarNumberHealth", 28, 187 - 200, 0, 0, 256);
if (pPlayer->armor[1])
{
DrawStatMaskedSprite(2578, 70, 186 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, kSBarNumberArmor2, 83, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
DrawStatMaskedSprite("Armor1Icon", 70, 186 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarNumberArmor2_", 83, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
}
if (pPlayer->armor[0])
{
DrawStatMaskedSprite(2586, 112, 195 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, kSBarNumberArmor1, 125, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
DrawStatMaskedSprite("Armor3Icon", 112, 195 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarNumberArmor1_", 125, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
}
if (pPlayer->armor[2])
{
DrawStatMaskedSprite(2602, 155, 196 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, kSBarNumberArmor3, 170, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
DrawStatMaskedSprite("Armor2Icon", 155, 196 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarNumberArmor3_", 170, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
}
DrawPackItemInStatusBar2(pPlayer, 216 - 320, 194 - 200, 231 - 320, 187 - 200, 512, (int)(65536 * 0.7));
@ -733,14 +740,14 @@ private:
int num = pPlayer->ammoCount[pPlayer->weaponAmmo];
if (pPlayer->weaponAmmo == 6)
num /= 10;
if ((unsigned int)gAmmoIcons[pPlayer->weaponAmmo].nTile < kMaxTiles)
DrawStatMaskedSprite(gAmmoIcons[pPlayer->weaponAmmo].nTile, 304-320, -8 + gAmmoIcons[pPlayer->weaponAmmo].nYOffs,
0, 0, 512, gAmmoIcons[pPlayer->weaponAmmo].nScale);
if (ammoIcons[pPlayer->weaponAmmo])
DrawStatMaskedSprite(ammoIcons[pPlayer->weaponAmmo], 304-320, -8 + ammoYoffs[pPlayer->weaponAmmo],
0, 0, 512, ammoScale[pPlayer->weaponAmmo] * 65536);
bool reloadableWeapon = pPlayer->curWeapon == 3 && !powerupCheck(pPlayer, kPwUpTwoGuns);
if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt))
{
DrawStatNumber("%3d", num, kSBarNumberAmmo, 267-320, 187 - 200, 0, 0, 512);
DrawStatNumber("%3d", num, "SBarNumberAmmo", 267-320, 187 - 200, 0, 0, 512);
}
else
{
@ -749,21 +756,24 @@ private:
short total = num - clip;
format.Format("%d/%d", clip, num - clip);
DrawCharArray(format.GetChars(), kSBarNumberAmmo, (total < 10 ? 267 : 258) - 320, 187 - 200, 0, 0, 512);
DrawCharArray(format.GetChars(), "SBarNumberAmmo", (total < 10 ? 267 : 258) - 320, 187 - 200, 0, 0, 512);
}
}
for (int i = 0; i < 6; i++)
{
if (pPlayer->hasKey[i + 1])
DrawStatMaskedSprite(2552 + i, -60 + 10 * i, 170 - 200, 0, 0, 0, (int)(65536 * 0.25));
{
FStringf tile("HUDKEYICON%d", i + 1);
DrawStatMaskedSprite(tile, -60 + 10 * i, 170 - 200, 0, 0, 0, (int)(65536 * 0.25));
}
}
BeginStatusBar(320, 200, 28);
if (pPlayer->throwPower)
TileHGauge(2260, 124, 175, pPlayer->throwPower, 65536);
TileHGauge("ThrowGauge", 124, 175, pPlayer->throwPower, 65536);
else
drawInventory(pPlayer, 166, 200-tileHeight(2201) / 2 - 30);
drawInventory(pPlayer, 166, 200-texHeight("FULLHUD") / 2 - 30);
PrintLevelStats(pPlayer, 28);
}
@ -796,7 +806,7 @@ private:
{
BeginStatusBar(320, 200, 28);
if (pPlayer->throwPower)
TileHGauge(2260, 124, 175, pPlayer->throwPower, 65536);
TileHGauge("ThrowGauge", 124, 175, pPlayer->throwPower, 65536);
else if (hud_size > Hud_StbarOverlay)
drawInventory(pPlayer, 166, 200 - tileHeight(2201) / 2);
}

View file

@ -785,12 +785,6 @@ void viewDrawScreen(bool sceneonly)
{
gChoke.animateChoke(160, zn, (int)gInterpolate);
}
#if 0
if (drawtile_2048)
{
DrawStatSprite(2048, xdim-15, 20);
}
#endif
viewDrawAimedPlayerName();
if (paused)