mirror of
https://github.com/ZDoom/raze-gles.git
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- scriptified version of Blood's status bar compiles.
Not tested yet.
This commit is contained in:
parent
4ad20e4c00
commit
778378fd5c
9 changed files with 987 additions and 102 deletions
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@ -81,10 +81,10 @@ DEFINE_ACTION_FUNCTION_NATIVE(DStatusBarCore, StatusbarToRealCoords, StatusbarTo
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return MIN(4, numret);
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}
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void SBar_DrawTexture(DStatusBarCore* self, int texid, double x, double y, int flags, double alpha, double w, double h, double scaleX, double scaleY, int style)
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void SBar_DrawTexture(DStatusBarCore* self, int texid, double x, double y, int flags, double alpha, double w, double h, double scaleX, double scaleY, int style, int color, int translation, double clipwidth)
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{
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if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
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self->DrawGraphic(FSetTextureID(texid), x, y, flags, alpha, w, h, scaleX, scaleY, ERenderStyle(style));
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self->DrawGraphic(FSetTextureID(texid), x, y, flags, alpha, w, h, scaleX, scaleY, ERenderStyle(style), color, translation, clipwidth);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DStatusBarCore, DrawTexture, SBar_DrawTexture)
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@ -100,14 +100,17 @@ DEFINE_ACTION_FUNCTION_NATIVE(DStatusBarCore, DrawTexture, SBar_DrawTexture)
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PARAM_FLOAT(scaleX);
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PARAM_FLOAT(scaleY);
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PARAM_INT(style);
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SBar_DrawTexture(self, texid, x, y, flags, alpha, w, h, scaleX, scaleY, style);
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PARAM_INT(col);
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PARAM_INT(trans);
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PARAM_FLOAT(clipwidth);
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SBar_DrawTexture(self, texid, x, y, flags, alpha, w, h, scaleX, scaleY, style, col, trans, clipwidth);
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return 0;
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}
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void SBar_DrawImage(DStatusBarCore* self, const FString& texid, double x, double y, int flags, double alpha, double w, double h, double scaleX, double scaleY, int style)
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void SBar_DrawImage(DStatusBarCore* self, const FString& texid, double x, double y, int flags, double alpha, double w, double h, double scaleX, double scaleY, int style, int color, int translation, double clipwidth)
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{
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if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
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self->DrawGraphic(TexMan.CheckForTexture(texid, ETextureType::Any), x, y, flags, alpha, w, h, scaleX, scaleY, ERenderStyle(style));
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self->DrawGraphic(TexMan.CheckForTexture(texid, ETextureType::Any), x, y, flags, alpha, w, h, scaleX, scaleY, ERenderStyle(style), color, translation, clipwidth);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DStatusBarCore, DrawImage, SBar_DrawImage)
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@ -123,7 +126,10 @@ DEFINE_ACTION_FUNCTION_NATIVE(DStatusBarCore, DrawImage, SBar_DrawImage)
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PARAM_FLOAT(scaleX);
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PARAM_FLOAT(scaleY);
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PARAM_INT(style);
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SBar_DrawImage(self, texid, x, y, flags, alpha, w, h, scaleX, scaleY, style);
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PARAM_INT(col);
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PARAM_INT(trans);
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PARAM_FLOAT(clipwidth);
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SBar_DrawImage(self, texid, x, y, flags, alpha, w, h, scaleX, scaleY, style, col, trans, clipwidth);
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return 0;
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}
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@ -806,7 +806,7 @@ void CreateStatusBar()
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GC::AddMarkerFunc([]() { GC::Mark(StatusBar); });
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if (flags & GAMEFLAG_BLOOD)
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{
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stbarclass = PClass::FindClass("BloodStatusBar");
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stbarclass = PClass::FindClass("NativeBloodStatusBar");
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}
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else if (flags & GAMEFLAG_SW)
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{
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@ -1564,6 +1564,8 @@ DEFINE_GLOBAL(demoplayback)
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DEFINE_GLOBAL(consoleplayer)
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DEFINE_GLOBAL(currentLevel)
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DEFINE_GLOBAL(paused)
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DEFINE_GLOBAL(automapMode)
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DEFINE_GLOBAL(PlayClock)
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DEFINE_FIELD_X(ClusterDef, ClusterDef, name)
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DEFINE_FIELD_X(ClusterDef, ClusterDef, InterBackground)
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@ -565,4 +565,37 @@ DEFINE_ACTION_FUNCTION(_Blood, sndStartSampleNamed)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Blood, PowerupIcon)
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{
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PARAM_PROLOGUE;
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PARAM_INT(pwup);
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int tile = -1;
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if (pwup >= 0 && pwup < (int)countof(gPowerUpInfo))
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{
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tile = gPowerUpInfo[pwup].picnum;
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}
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FGameTexture* tex = tileGetTexture(tile);
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ACTION_RETURN_INT(tex ? tex->GetID().GetIndex() : -1);
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}
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DEFINE_ACTION_FUNCTION(_Blood, GetViewPlayer)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_POINTER(gView);
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}
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DEFINE_ACTION_FUNCTION(_BloodPlayer, GetHealth)
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{
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PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
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XSPRITE* pXSprite = self->pXSprite;
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ACTION_RETURN_INT(pXSprite->health);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_BloodPlayer, powerupCheck, powerupCheck)
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{
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PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
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PARAM_INT(pwup);
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ACTION_RETURN_INT(powerupCheck(self, pwup));
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}
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END_BLD_NS
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@ -55,9 +55,9 @@ static const char* gPackIcons[5] = {
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"PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5"
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};
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class DBloodStatusBar : public DBaseStatusBar
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class DNativeBloodStatusBar : public DBaseStatusBar
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{
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DECLARE_CLASS(DBloodStatusBar, DBaseStatusBar)
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DECLARE_CLASS(DNativeBloodStatusBar, DBaseStatusBar)
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enum NewRSFlags
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{
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RS_CENTERBOTTOM = 16384,
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@ -66,7 +66,7 @@ class DBloodStatusBar : public DBaseStatusBar
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TObjPtr<DHUDFont*> smallf, tinyf;
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public:
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DBloodStatusBar()
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DNativeBloodStatusBar()
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{
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smallf = Create<DHUDFont>(SmallFont, 0, Off, 0, 0 );
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tinyf = Create<DHUDFont>(gFont[4], 4, CellRight, 0, 0 );
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@ -824,7 +824,7 @@ private:
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}
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};
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IMPLEMENT_CLASS(DBloodStatusBar, false, false)
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IMPLEMENT_CLASS(DNativeBloodStatusBar, false, false)
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static void UpdateFrame(void)
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@ -850,6 +850,23 @@ void UpdateStatusBar()
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{
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UpdateFrame();
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}
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#if 0
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SummaryInfo sum;
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if (gGameOptions.nGameType == 3)
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{
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sum->kills = pPlayer ? pPlayer->fragCount : 0;
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sum->maxkills = -3;
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}
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else
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{
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sum->kills = gKillMgr.Kills;
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sum->maxkills = gKillMgr.TotalKills;
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}
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sum->secrets = gSecretMgr.Founds;
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sum->supersecrets = gSecretMgr.Super;
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sum->maxsecrets = max(gSecretMgr.Founds, gSecretMgr.Total); // If we found more than there are, increase the total. Some levels have a bugged counter.
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#endif
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StatusBar->UpdateStatusBar();
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}
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@ -36,6 +36,7 @@ version "4.3"
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#include "zscript/games/duke/ui/menu.zs"
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#include "zscript/games/blood/bloodgame.zs"
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#include "zscript/games/blood/ui/menu.zs"
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#include "zscript/games/blood/ui/sbar.zs"
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#include "zscript/games/blood/ui/screens.zs"
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#include "zscript/games/sw/swgame.zs"
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#include "zscript/games/sw/ui/menu.zs"
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@ -39,13 +39,16 @@ class StatusBarCore native ui
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DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT,
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DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT,
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DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER,
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DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET,
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DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP | DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP | DI_SCREEN_RIGHT,
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DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM | DI_SCREEN_LEFT,
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DI_SCREEN_LEFT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM | DI_SCREEN_RIGHT,
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DI_SCREEN_RIGHT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_RIGHT,
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DI_SCREEN_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_TOP = DI_SCREEN_TOP | DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM | DI_SCREEN_HCENTER,
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DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET | DI_SCREEN_VOFFSET,
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DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment.
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@ -105,8 +108,8 @@ class StatusBarCore native ui
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native static String FormatNumber(int number, int minsize = 0, int maxsize = 0, int format = 0, String prefix = "");
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native double, double, double, double StatusbarToRealCoords(double x, double y=0, double w=0, double h=0);
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native void DrawTexture(TextureID texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1), ERenderStyle style = STYLE_Translucent);
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native void DrawImage(String texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1), ERenderStyle style = STYLE_Translucent);
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native void DrawTexture(TextureID texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1), ERenderStyle style = STYLE_Translucent, Color col = 0xffffffff, int translation = 0, double clipwidth = -1);
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native void DrawImage(String texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1), ERenderStyle style = STYLE_Translucent, Color col = 0xffffffff, int translation = 0, double clipwidth = -1);
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native void DrawString(HUDFont font, String string, Vector2 pos, int flags = 0, int translation = Font.CR_UNTRANSLATED, double Alpha = 1., int wrapwidth = -1, int linespacing = 4, Vector2 scale = (1, 1), int pt = 0, ERenderStyle style = STYLE_Translucent);
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native double, double, double, double TransformRect(double x, double y, double w, double h, int flags = 0);
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native void Fill(Color col, double x, double y, double w, double h, int flags = 0);
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// contains all global Blood definitions
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struct Blood native
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{
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// POWERUPS /////////////////////////////////////////////////////
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enum EPowerupType {
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kPwUpFeatherFall = 12,
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kPwUpShadowCloak = 13,
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kPwUpDeathMask = 14,
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kPwUpJumpBoots = 15,
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kPwUpTwoGuns = 17,
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kPwUpDivingSuit = 18,
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kPwUpGasMask = 19,
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kPwUpCrystalBall = 21,
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kPwUpDoppleganger = 23,
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kPwUpReflectShots = 24,
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kPwUpBeastVision = 25,
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kPwUpShadowCloakUseless = 26,
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kPwUpDeliriumShroom = 28,
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kPwUpGrowShroom = 29,
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kPwUpShrinkShroom = 30,
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kPwUpDeathMaskUseless = 31,
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kPwUpAsbestArmor = 39,
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kMaxPowerUps = 51,
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};
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native static void PlayIntroMusic();
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native static bool OriginalLoadScreen(); // doing it generically would necessitate exporting the tile manage which we do not want.
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native static void sndStartSample(int resid, int volume, int channel, bool loop = false, int chanflags = 0);
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native static void sndStartSampleNamed(String sname, int volume, int channel);
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native static TextureID PowerupIcon(int pwup);
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native static BloodPlayer GetViewPlayer();
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}
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struct PACKINFO // not native!
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{
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bool isActive;
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int curAmount;
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bool isActive;
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int curAmount;
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}
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struct BloodPlayer native
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{
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//spritetype* pSprite;
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//XSPRITE* pXSprite;
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//DUDEINFO* pDudeInfo;
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//PlayerHorizon horizon;
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//PlayerAngle angle;
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native uint8 newWeapon;
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native int weaponQav;
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native int qavCallback;
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native bool isRunning;
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native int posture; // stand, crouch, swim
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native int sceneQav; // by NoOne: used to keep qav id
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native int bobPhase;
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native int bobAmp;
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native int bobHeight;
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native int bobWidth;
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native int swayPhase;
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native int swayAmp;
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native int swayHeight;
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native int swayWidth;
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native int nPlayer; // Connect id
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native int nSprite;
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native int lifeMode;
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native int zView;
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native int zViewVel;
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native int zWeapon;
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native int zWeaponVel;
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native int slope;
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native bool isUnderwater;
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native bool hasKey[8];
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native int8 hasFlag;
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native int damageControl[7];
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native int8 curWeapon;
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native int8 nextWeapon;
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native int weaponTimer;
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native int weaponState;
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native int weaponAmmo; //rename
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native bool hasWeapon[14];
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native int weaponMode[14];
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native int weaponOrder[2][14];
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native int ammoCount[12];
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native bool qavLoop;
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native int fuseTime;
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native int throwTime;
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native int throwPower;
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//native Aim aim; // world
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native int aimTarget; // aim target sprite
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native int aimTargetsCount;
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native short aimTargets[16];
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native int deathTime;
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native int pwUpTime[51]; // kMaxPowerUps
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native int fragCount;
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native int fragInfo[8];
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native int underwaterTime;
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native int bubbleTime;
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native int restTime;
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native int kickPower;
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native int laughCount;
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native bool godMode;
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native bool fallScream;
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native bool cantJump;
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native int packItemTime; // pack timer
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native int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
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native PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
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native int armor[3]; // armor
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native int voodooTarget;
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native int flickerEffect;
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native int tiltEffect;
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native int visibility;
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native int painEffect;
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native int blindEffect;
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native int chokeEffect;
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native int handTime;
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native bool hand; // if true, there is hand start choking the player
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native int pickupEffect;
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native bool flashEffect; // if true, reduce pPlayer->visibility counter
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native int quakeEffect;
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native int player_par;
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native int nWaterPal;
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//POSTURE pPosture[kModeMax][kPostureMax];
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native int GetHealth(); // health is stored in the XSPRITE which cannot be safely exported to scripting at the moment due to pending refactoring.
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native int powerupCheck(int pwup);
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//spritetype* pSprite;
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//XSPRITE* pXSprite;
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//DUDEINFO* pDudeInfo;
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//PlayerHorizon horizon;
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//PlayerAngle angle;
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native uint8 newWeapon;
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native int weaponQav;
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native int qavCallback;
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native bool isRunning;
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native int posture; // stand, crouch, swim
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native int sceneQav; // by NoOne: used to keep qav id
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native int bobPhase;
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native int bobAmp;
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native int bobHeight;
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native int bobWidth;
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native int swayPhase;
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native int swayAmp;
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native int swayHeight;
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native int swayWidth;
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native int nPlayer; // Connect id
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native int nSprite;
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native int lifeMode;
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native int zView;
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native int zViewVel;
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native int zWeapon;
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native int zWeaponVel;
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native int slope;
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native bool isUnderwater;
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native bool hasKey[8];
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native int8 hasFlag;
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native int damageControl[7];
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native int8 curWeapon;
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native int8 nextWeapon;
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native int weaponTimer;
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native int weaponState;
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native int weaponAmmo; //rename
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native bool hasWeapon[14];
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native int weaponMode[14];
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native int weaponOrder[2][14];
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native int ammoCount[12];
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native bool qavLoop;
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native int fuseTime;
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native int throwTime;
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native int throwPower;
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//native Aim aim; // world
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native int aimTarget; // aim target sprite
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native int aimTargetsCount;
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native short aimTargets[16];
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native int deathTime;
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native int pwUpTime[51]; // kMaxPowerUps
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native int fragCount;
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native int fragInfo[8];
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native int underwaterTime;
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native int bubbleTime;
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native int restTime;
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native int kickPower;
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native int laughCount;
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native bool godMode;
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native bool fallScream;
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native bool cantJump;
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native int packItemTime; // pack timer
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native int packItemId; // pack id 1: diving suit, 2: crystal ball, 3: beast vision 4: jump boots
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native PACKINFO packSlots[5]; // at325 [1]: diving suit, [2]: crystal ball, [3]: beast vision [4]: jump boots
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native int armor[3]; // armor
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native int voodooTarget;
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native int flickerEffect;
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native int tiltEffect;
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native int visibility;
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native int painEffect;
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native int blindEffect;
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native int chokeEffect;
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native int handTime;
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native bool hand; // if true, there is hand start choking the player
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native int pickupEffect;
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native bool flashEffect; // if true, reduce pPlayer->visibility counter
|
||||
native int quakeEffect;
|
||||
native int player_par;
|
||||
native int nWaterPal;
|
||||
//POSTURE pPosture[kModeMax][kPostureMax];
|
||||
};
|
||||
|
|
771
wadsrc/static/zscript/games/blood/ui/sbar.zs
Normal file
771
wadsrc/static/zscript/games/blood/ui/sbar.zs
Normal file
|
@ -0,0 +1,771 @@
|
|||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2010-2019 EDuke32 developers and contributors
|
||||
Copyright (C) 2019 Nuke.YKT
|
||||
Copyright (C) 2020-2021 Christoph Oelckers
|
||||
|
||||
This file is part of Raze.
|
||||
|
||||
This is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
as published by the Free Software Foundation.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
class BloodStatusBar : RazeStatusBar
|
||||
{
|
||||
static const String gPackIcons[] = { "PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5" };
|
||||
|
||||
HUDFont smallf, tinyf;
|
||||
|
||||
void Init()
|
||||
{
|
||||
smallf = HUDFont.Create(SmallFont, 0, Mono_Off, 0, 0);
|
||||
tinyf = HUDFont.Create(Font.FindFont("DIGIFONT"), 4, Mono_CellRight, 0, 0);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int texWidth(String name)
|
||||
{
|
||||
let tex = TexMan.CheckForTexture(name, TexMan.Type_Any);
|
||||
let siz = TexMan.GetScaledSize(tex);
|
||||
return siz.x;
|
||||
}
|
||||
|
||||
int texHeight(String name)
|
||||
{
|
||||
let tex = TexMan.CheckForTexture(name, TexMan.Type_Any);
|
||||
let siz = TexMan.GetScaledSize(tex);
|
||||
return siz.y;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DrawStatNumber(String pFormat, int nNumber, String nametemplate, double x, double y, int nShade, int nPalette, double nScale = 1, int align = 0)
|
||||
{
|
||||
String texname = String.Format("%s%d", nametemplate, 1);
|
||||
double width = (texWidth(texname) + 1) * nScale;
|
||||
|
||||
String tempbuf = String.Format(pFormat, nNumber);
|
||||
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 (uint i = 0; i < tempbuf.length(); i++, x += width)
|
||||
{
|
||||
int c = tempbuf.ByteAt(i);
|
||||
if (c < "0" || c > "9") continue;
|
||||
texname = String.Format("%s%d", nametemplate, c - int("0"));
|
||||
int flags = align | DI_ITEM_RELCENTER;
|
||||
DrawImage(texname, (x, y), flags, 1, (-1, -1), (nScale, nScale), STYLE_Translucent, Raze.shadeToLight(nShade), Translation.MakeID(Translation_Remap, nPalette));
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DrawCharArray(String text, String nametemplate, double x, double y)
|
||||
{
|
||||
String texname = String.Format("%s%d", nametemplate, 1);
|
||||
double width = (texWidth(texname) + 1);
|
||||
|
||||
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 (uint i = 0; i < text.length(); i++, x += width)
|
||||
{
|
||||
int c = text.ByteAt(i);
|
||||
// Hackasaurus rex to give me a slash when drawing the weapon count of a reloadable gun.
|
||||
if (c == 47)
|
||||
{
|
||||
DrawImage("SBarSlash", (x, y), DI_ITEM_RELCENTER);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (i < "0" || i > "9") continue;
|
||||
if (c < "0" || c > "9") continue;
|
||||
texname = String.Format("%s%d", nametemplate, c - int("0"));
|
||||
DrawImage(texname, (x, y), DI_ITEM_RELCENTER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void TileHGauge(String nTile, double x, double y, int nMult, int nDiv, double sc = 1)
|
||||
{
|
||||
int w = texWidth(nTile);
|
||||
double bx = w * sc * nMult / nDiv + x;
|
||||
double scale = double(bx - x) / w;
|
||||
DrawImage(nTile, (x, y), DI_ITEM_LEFT_TOP, 1., (-1, -1), (sc, sc), clipwidth:scale);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DoLevelStats(BloodPlayer pPlayer, int bottomy, Summaryinfo summary)
|
||||
{
|
||||
StatsPrintInfo stats;
|
||||
|
||||
stats.fontscale = 1.;
|
||||
stats.spacing = SmallFont.GetHeight() + 1;
|
||||
stats.screenbottomspace = bottomy;
|
||||
stats.statfont = SmallFont;
|
||||
stats.letterColor = TEXTCOLOR_DARKRED;
|
||||
stats.standardColor = TEXTCOLOR_DARKGRAY;
|
||||
|
||||
if (automapMode == am_full)
|
||||
{
|
||||
bool textfont = am_textfont;
|
||||
if (!am_textfont)
|
||||
{
|
||||
// For non-English languages force use of the text font. The tiny one is simply too small to ever add localized characters to it.
|
||||
let p = StringTable.Localize("$REQUIRED_CHARACTERS");
|
||||
if (p.length() > 0) textfont = true;
|
||||
}
|
||||
|
||||
if (!textfont)
|
||||
{
|
||||
stats.statfont = SmallFont2;
|
||||
stats.spacing = 6;
|
||||
}
|
||||
if (hud_size <= Hud_StbarOverlay) stats.screenbottomspace = 56;
|
||||
PrintAutomapInfo(stats, textfont);
|
||||
}
|
||||
if (automapMode == am_off && hud_stats)
|
||||
{
|
||||
stats.completeColor = TEXTCOLOR_DARKGREEN;
|
||||
|
||||
PrintLevelStats(stats, summary);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
const nPowerUps = 11;
|
||||
|
||||
void drawPowerUps(BloodPlayer pPlayer)
|
||||
{
|
||||
static const float powerScale[] = { 0.4f, 0.4f, 0.3f, 0.3f, 0.4f, 0.3f, 0.4f, 0.5f, 0.3f, 0.4f, 0.4f };
|
||||
static const int powerYoffs[] = { 0, 5, 9, 5, 9, 7, 4, 5, 9, 4, 4 };
|
||||
|
||||
static const int powerOrder[] = { Blood.kPwUpShadowCloak, Blood.kPwUpReflectShots, Blood.kPwUpDeathMask, Blood.kPwUpTwoGuns, Blood.kPwUpShadowCloakUseless, Blood.kPwUpFeatherFall,
|
||||
Blood.kPwUpGasMask, Blood.kPwUpDoppleganger, Blood.kPwUpAsbestArmor, Blood.kPwUpGrowShroom, Blood.kPwUpShrinkShroom };
|
||||
|
||||
if (!hud_powerupduration)
|
||||
return;
|
||||
|
||||
int powersort[nPowerUps];
|
||||
|
||||
for (int i = 0; i < nPowerUps; i++) powersort[i] = i;
|
||||
|
||||
for (int i = 0; i < nPowerUps; i++)
|
||||
{
|
||||
int power1 = powersort[i];
|
||||
for (int j = i + 1; j < nPowerUps; j++)
|
||||
{
|
||||
int power2 = powersort[j];
|
||||
if (pPlayer.pwUpTime[powerOrder[power1]] > pPlayer.pwUpTime[powerOrder[power2]])
|
||||
{
|
||||
powersort[i] = power2;
|
||||
powersort[j] = power1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int warningTime = 5;
|
||||
int x = 15;
|
||||
int y = -50;
|
||||
for (int i = 0; i < nPowerUps; i++)
|
||||
{
|
||||
int order = powersort[i];
|
||||
int power = powerOrder[order];
|
||||
int time = pPlayer.pwUpTime[power];
|
||||
if (time > 0)
|
||||
{
|
||||
int remainingSeconds = time / 100;
|
||||
if (remainingSeconds > warningTime || (PlayClock & 32))
|
||||
{
|
||||
DrawTexture(Blood.PowerUpIcon(power), (x, y + powerYoffs[order]), DI_SCREEN_LEFT_CENTER | DI_ITEM_RELCENTER, scale:(powerScale[order], powerScale[order]));
|
||||
}
|
||||
|
||||
DrawStatNumber("%d", remainingSeconds, "SBarNumberInv", x + 15, y, 0, remainingSeconds > warningTime ? 0 : Translation.MakeID(Translation_Remap, 2), 0.5, DI_SCREEN_LEFT_CENTER);
|
||||
y += 20;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void drawInventory(BloodPlayer pPlayer, int x, int y)
|
||||
{
|
||||
int packs[5];
|
||||
if (pPlayer.packItemTime)
|
||||
{
|
||||
int nPacks = 0;
|
||||
int width = 0;
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
if (pPlayer.packSlots[i].curAmount)
|
||||
{
|
||||
packs[nPacks++] = i;
|
||||
width += texWidth(gPackIcons[i]) + 1;
|
||||
}
|
||||
}
|
||||
width /= 2;
|
||||
x -= width;
|
||||
for (int i = 0; i < nPacks; i++)
|
||||
{
|
||||
int nPack = packs[i];
|
||||
DrawImage("PackBG", (x + 1, y - 8), DI_ITEM_RELCENTER, style:STYLE_Normal);
|
||||
DrawImage("PackBG", (x + 1, y - 6), DI_ITEM_RELCENTER, style:STYLE_Normal);
|
||||
DrawImage(gPackIcons[nPack], (x + 1, y + 1), DI_ITEM_RELCENTER, style:STYLE_Normal);
|
||||
if (nPack == pPlayer.packItemId)
|
||||
DrawImage("PackSelect", (x + 1, y + 1), DI_ITEM_RELCENTER);
|
||||
int nShade;
|
||||
if (pPlayer.packSlots[nPack].isActive)
|
||||
nShade = 4;
|
||||
else
|
||||
nShade = 24;
|
||||
DrawStatNumber("%3d", pPlayer.packSlots[nPack].curAmount, "SBarPackAmount", x - 4, y - 13, nShade, 0);
|
||||
x += texWidth(gPackIcons[nPack]) + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DrawPackItemInStatusBar(BloodPlayer pPlayer, int x, int y, int x2, int y2)
|
||||
{
|
||||
let id = pPlayer.packItemId;
|
||||
//id = 0;
|
||||
if (id < 0) return;
|
||||
|
||||
DrawImage(gPackIcons[id], (x, y), DI_ITEM_RELCENTER, style:STYLE_Normal);
|
||||
DrawStatNumber("%3d", pPlayer.packSlots[id].curAmount, "SBarPackAmount", x2, y2, 0, 0);
|
||||
}
|
||||
|
||||
void DrawPackItemInStatusBar2(BloodPlayer pPlayer, int x, int y, int x2, int y2, double nScale)
|
||||
{
|
||||
static const String packIcons2[] = { "Pack2Icon1", "Pack2Icon2", "Pack2Icon3", "Pack2Icon4", "Pack2Icon5" };
|
||||
static const float packScale[] = { 0.5f, 0.3f, 0.6f, 0.5f, 0.4f };
|
||||
static const int packYoffs[] = { 0, 0, 0, -4, 0 };
|
||||
|
||||
if (pPlayer.packItemId < 0) return;
|
||||
let sc = packScale[pPlayer.packItemId];
|
||||
DrawImage(packIcons2[pPlayer.packItemId], (x, y + packYoffs[pPlayer.packItemId]), DI_ITEM_RELCENTER, scale:(sc, sc), style:STYLE_Normal);
|
||||
DrawStatNumber("%3d", pPlayer.packSlots[pPlayer.packItemId].curAmount, "SBarNumberInv", x2, y2, 0, 0, nScale);
|
||||
}
|
||||
|
||||
/*
|
||||
MP is non-functional, implementation details may change,
|
||||
so keep the code disabled for now to avoid breaking it by forcing it to compile
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void drawPlayerSlots()
|
||||
{
|
||||
for (int nRows = (gNetPlayers - 1) / 4; nRows >= 0; nRows--)
|
||||
{
|
||||
for (int nCol = 0; nCol < 4; nCol++)
|
||||
{
|
||||
DrawImage("SBPlayerSlot", (-120 + nCol * 80, 4 + nRows * 9), DI_ITEM_RELCENTER|DI_SCREEN_CENTER_TOP, style:STYLE_Normal, col:0xffc0c0c0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
void drawPlayerFrags()
|
||||
{
|
||||
String gTempStr;
|
||||
drawPlayerSlots();
|
||||
for (int i = 0, p = connecthead; p >= 0; i++, p = connectpoint2[p])
|
||||
{
|
||||
int x = -160 + 80 * (i & 3);
|
||||
int y = 9 * (i / 4);
|
||||
int col = gPlayer[p].teamId & 3;
|
||||
String name = PlayerName(p);
|
||||
gTempStr.Format("%s", name);
|
||||
int color = CR_UNDEFINED;// todo: remap the colors. (11+col)
|
||||
DrawString(tinyf, gTempStr, x + 4, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1);
|
||||
gTempStr.Format("%2d", gPlayer[p].fragCount);
|
||||
DrawString(tinyf, gTempStr, x + 76, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void drawPlayerFlags()
|
||||
{
|
||||
FString gTempStr;
|
||||
drawPlayerSlots();
|
||||
for (int i = 0, p = connecthead; p >= 0; i++, p = connectpoint2[p])
|
||||
{
|
||||
int x = -160 + 80 * (i & 3);
|
||||
int y = 9 * (i / 4);
|
||||
int col = gPlayer[p].teamId & 3;
|
||||
String name = PlayerName(p);
|
||||
gTempStr.Format("%s", name);
|
||||
gTempStr.ToUpper();
|
||||
int color = CR_UNDEFINED;// todo: remap the colors.
|
||||
DrawString(tinyf, gTempStr, x + 4, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1);
|
||||
|
||||
gTempStr = "F";
|
||||
x += 76;
|
||||
if (gPlayer[p].hasFlag & 2)
|
||||
{
|
||||
DrawString(tinyf, gTempStr, x, y, DI_SCREEN_CENTER_TOP, CR_GREEN/ *12* /, 1., -1, -1, 1, 1);
|
||||
x -= 6;
|
||||
}
|
||||
|
||||
if (gPlayer[p].hasFlag & 1)
|
||||
DrawString(tinyf, gTempStr, x, y, DI_SCREEN_CENTER_TOP, CR_RED/ *11* /, 1., -1, -1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void drawCtfHudVanilla()
|
||||
{
|
||||
FString gTempStr;
|
||||
int x = 1, y = 1;
|
||||
if (team_ticker[0] == 0 || (PlayClock & 8))
|
||||
{
|
||||
DrawString(smallf, GStrings("TXT_COLOR_BLUE"), x, y, 0, CR_LIGHTBLUE, 1., -1, -1, 1, 1);
|
||||
gTempStr.Format("%-3d", team_score[0]);
|
||||
DrawString(smallf, gTempStr, x, y + 10, 0, CR_LIGHTBLUE, 1., -1, -1, 1, 1);
|
||||
}
|
||||
x = -2;
|
||||
if (team_ticker[1] == 0 || (PlayClock & 8))
|
||||
{
|
||||
DrawString(smallf, GStrings("TXT_COLOR_RED"), x, y, DI_TEXT_ALIGN_RIGHT, CR_BRICK, 1., -1, -1, 1, 1);
|
||||
gTempStr.Format("%3d", team_score[1]);
|
||||
DrawString(smallf, gTempStr, x, y + 10, DI_TEXT_ALIGN_RIGHT, CR_BRICK, 1., -1, -1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void flashTeamScore(int team, bool show)
|
||||
{
|
||||
if (team_ticker[team] == 0 || (PlayClock & 8))
|
||||
{
|
||||
if (show)
|
||||
DrawStatNumber("%d", team_score[team], "SBarNumberInv", -30, team ? 25 : -10, 0, team ? 2 : 10, 0.75, DI_SCREEN_RIGHT_CENTER);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void drawCtfHud()
|
||||
{
|
||||
if (hud_size == Hud_Nothing)
|
||||
{
|
||||
flashTeamScore(0, false);
|
||||
flashTeamScore(1, false);
|
||||
return;
|
||||
}
|
||||
|
||||
bool blueFlagTaken = false;
|
||||
bool redFlagTaken = false;
|
||||
int blueFlagCarrierColor = 0;
|
||||
int redFlagCarrierColor = 0;
|
||||
for (int i = 0, p = connecthead; p >= 0; i++, p = connectpoint2[p])
|
||||
{
|
||||
if ((gPlayer[p].hasFlag & 1) != 0)
|
||||
{
|
||||
blueFlagTaken = true;
|
||||
blueFlagCarrierColor = gPlayer[p].teamId & 3;
|
||||
}
|
||||
if ((gPlayer[p].hasFlag & 2) != 0)
|
||||
{
|
||||
redFlagTaken = true;
|
||||
redFlagCarrierColor = gPlayer[p].teamId & 3;
|
||||
}
|
||||
}
|
||||
|
||||
bool meHaveBlueFlag = gMe.hasFlag & 1;
|
||||
DrawStatMaskedSprite(meHaveBlueFlag ? "FlagHave" : "FlagHaveNot", 0, 75 - 100, 0, palette:10, scale:0.35, flags:DI_SCREEN_RIGHT_CENTER);
|
||||
if (gBlueFlagDropped)
|
||||
DrawStatMaskedSprite("FlagDropped", 305 - 320, 83 - 100, 0, 10, 1, DI_SCREEN_RIGHT_CENTER);
|
||||
else if (blueFlagTaken)
|
||||
DrawStatMaskedSprite("FlagTaken", 307 - 320, 77 - 100, 0, blueFlagCarrierColor ? 2 : 10, 65536, DI_SCREEN_RIGHT_CENTER);
|
||||
flashTeamScore(0, true);
|
||||
|
||||
bool meHaveRedFlag = gMe.hasFlag & 2;
|
||||
DrawStatMaskedSprite(meHaveRedFlag ? "FlagHave" : "FlagHaveNot", 0, 10, 0, 2, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER);
|
||||
if (gRedFlagDropped)
|
||||
DrawStatMaskedSprite("FlagDropped", 305 - 320, 17, 0, 2, 65536, DI_SCREEN_RIGHT_CENTER);
|
||||
else if (redFlagTaken)
|
||||
DrawStatMaskedSprite("FlagTaken", 307 - 320, 11, 0, redFlagCarrierColor ? 2 : 10, 65536, DI_SCREEN_RIGHT_CENTER);
|
||||
flashTeamScore(1, true);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void drawMultiHUD()
|
||||
{
|
||||
if (nGameType >= 1)
|
||||
{
|
||||
if (nGameType == 3)
|
||||
{
|
||||
if (VanillaMode())
|
||||
{
|
||||
drawCtfHudVanilla();
|
||||
}
|
||||
else
|
||||
{
|
||||
drawCtfHud();
|
||||
drawPlayerFlags();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
drawPlayerFrags();
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int DrawStatusBar(BloodPlayer pPlayer, int nPalette)
|
||||
{
|
||||
int th = texHeight("Statusbar");
|
||||
BeginStatusBar(320, 200, th);
|
||||
|
||||
|
||||
int health = pPlayer.GetHealth();
|
||||
DrawImage("Statusbar", (160, 200), DI_ITEM_CENTER_BOTTOM);
|
||||
DrawPackItemInStatusBar(pPlayer, 265, 186, 260, 172);
|
||||
|
||||
if (health >= 16 || (PlayClock & 16) || health == 0)
|
||||
{
|
||||
DrawStatNumber("%3d", 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, "SBarWeaponNum", 216, 183, 0, 0);
|
||||
}
|
||||
for (int i = 9; i >= 1; i--)
|
||||
{
|
||||
int x = 135 + ((i - 1) / 3) * 23;
|
||||
int y = 182 + ((i - 1) % 3) * 6;
|
||||
int num = pPlayer.ammoCount[i];
|
||||
if (i == 6)
|
||||
num /= 10;
|
||||
DrawStatNumber("%3d", num, "SBarAmmoAmount", x, y, i == pPlayer.weaponAmmo ? -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("Armor1Gauge", 44, 174, pPlayer.armor[1], 3200);
|
||||
DrawStatNumber("%3d", pPlayer.armor[1] >> 4, "SBarAmmoAmount", 50, 177, 0, 0);
|
||||
}
|
||||
if (pPlayer.armor[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("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++)
|
||||
{
|
||||
String nTile = String.Format("KEYICON%d", i + 1);
|
||||
double x = 73.5 + (i & 1) * 173;
|
||||
double y = 171.5 + (i >> 1) * 11;
|
||||
if (pPlayer.hasKey[i + 1])
|
||||
DrawImage(nTile, (x, y), DI_ITEM_RELCENTER, style:STYLE_Normal);
|
||||
else
|
||||
DrawImage(nTile, (x, y), DI_ITEM_RELCENTER, style:STYLE_Normal, col: 0xff606060, translation:Translation.MakeID(Translation_Remap, 5));
|
||||
}
|
||||
DrawImage("BlinkIcon", (118.5, 185.5), DI_ITEM_RELCENTER, col:0xff606060);
|
||||
DrawImage("BlinkIcon", (201.5, 185.5), DI_ITEM_RELCENTER, col:0xff606060);
|
||||
if (pPlayer.throwPower)
|
||||
{
|
||||
TileHGauge("ThrowGauge", 124, 175.5, pPlayer.throwPower, 1);
|
||||
}
|
||||
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.
|
||||
return (hud_statscale <= 0.501f || hud_scalefactor < 0.7) && screen.GetAspectRatio() > 1.6 ? 28 : 56;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int DrawHUD1(BloodPlayer pPlayer, int nPalette)
|
||||
{
|
||||
BeginHUD(320, 200, 1);
|
||||
DrawImage("FullHUD", (34, 187 - 200), DI_ITEM_RELCENTER, style:STYLE_Normal, col:0xffc0c0c0, translation:nPalette);
|
||||
int health = pPlayer.GetHealth();
|
||||
if (health >= 16 || (PlayClock & 16) || health == 0)
|
||||
{
|
||||
DrawStatNumber("%3d", 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, "SBarWeaponNum", 42, 183 - 200, 0, 0);
|
||||
}
|
||||
DrawImage("ArmorBox", (284 - 320, 187 - 200), DI_ITEM_RELCENTER, style:STYLE_Normal, col:0xffc0c0c0, translation:nPalette);
|
||||
if (pPlayer.armor[1])
|
||||
{
|
||||
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("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("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++)
|
||||
{
|
||||
String nTile = String.Format("KEYICON%d", i + 1);
|
||||
int x;
|
||||
int y = -6;
|
||||
if (i & 1)
|
||||
{
|
||||
x = -(78 + (i >> 1) * 10);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = 73 + (i >> 1) * 10;
|
||||
}
|
||||
if (pPlayer.hasKey[i + 1])
|
||||
DrawImage(nTile, (x, y), DI_ITEM_RELCENTER, style:STYLE_Normal);
|
||||
}
|
||||
return 28;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int DrawHUD2(BloodPlayer pPlayer)
|
||||
{
|
||||
static const String ammoIcons[] = { "", "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6",
|
||||
"AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
|
||||
|
||||
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 };
|
||||
|
||||
int health = pPlayer.GetHealth();
|
||||
BeginHUD(320, 200, 1);
|
||||
DrawImage("HealthIcon", (12, 195 - 200), DI_ITEM_RELCENTER, scale:(0.56, 0.56));
|
||||
DrawStatNumber("%d", health >> 4, "SBarNumberHealth", 28, 187 - 200, 0, 0);
|
||||
if (pPlayer.armor[1])
|
||||
{
|
||||
DrawImage("Armor1Icon", (70, 186 - 200), DI_ITEM_RELCENTER, scale:(0.5, 0.5));
|
||||
DrawStatNumber("%3d", pPlayer.armor[1] >> 4, "SBarNumberArmor2_", 83, 187 - 200, 0, 0, 0.65);
|
||||
}
|
||||
if (pPlayer.armor[0])
|
||||
{
|
||||
DrawImage("Armor3Icon", (112, 195 - 200), DI_ITEM_RELCENTER, scale:(0.5, 0.5));
|
||||
DrawStatNumber("%3d", pPlayer.armor[0] >> 4, "SBarNumberArmor1_", 125, 187 - 200, 0, 0, 0.65);
|
||||
}
|
||||
if (pPlayer.armor[2])
|
||||
{
|
||||
DrawImage("Armor2Icon", (155, 196 - 200), DI_ITEM_RELCENTER, scale:(0.5, 0.5));
|
||||
DrawStatNumber("%3d", pPlayer.armor[2] >> 4, "SBarNumberArmor3_", 170, 187 - 200, 0, 0, 0.65);
|
||||
}
|
||||
|
||||
DrawPackItemInStatusBar2(pPlayer, 216 - 320, 194 - 200, 231 - 320, 187 - 200, 0.7);
|
||||
|
||||
if (pPlayer.curWeapon && pPlayer.weaponAmmo != -1)
|
||||
{
|
||||
int num = pPlayer.ammoCount[pPlayer.weaponAmmo];
|
||||
if (pPlayer.weaponAmmo == 6)
|
||||
num /= 10;
|
||||
if (ammoIcons[pPlayer.weaponAmmo])
|
||||
{
|
||||
let scale = ammoScale[pPlayer.weaponAmmo];
|
||||
DrawImage(ammoIcons[pPlayer.weaponAmmo], (304 - 320, -8 + ammoYoffs[pPlayer.weaponAmmo]), DI_ITEM_RELCENTER, scale:(scale, scale));
|
||||
}
|
||||
|
||||
bool reloadableWeapon = pPlayer.curWeapon == 3 && !pPlayer.powerupCheck(Blood.kPwUpTwoGuns);
|
||||
if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt))
|
||||
{
|
||||
DrawStatNumber("%3d", num, "SBarNumberAmmo", 267 - 320, 187 - 200, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
int clip = CalcMagazineAmount(num, 2, pPlayer.weaponState == 1);
|
||||
int total = num - clip;
|
||||
String format = String.Format("%d/%d", clip, num - clip);
|
||||
|
||||
DrawCharArray(format, "SBarNumberAmmo", (total < 10 ? 267 : 258) - 320, 187 - 200);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (pPlayer.hasKey[i + 1])
|
||||
{
|
||||
let tile = String.Format("HUDKEYICON%d", i + 1);
|
||||
DrawImage(tile, (-60 + 10 * i, 170 - 200), DI_ITEM_RELCENTER, scale:(0.25, 0.25));
|
||||
}
|
||||
}
|
||||
|
||||
BeginStatusBar(320, 200, 28);
|
||||
if (pPlayer.throwPower)
|
||||
TileHGauge("ThrowGauge", 124, 175, pPlayer.throwPower, 1);
|
||||
else
|
||||
drawInventory(pPlayer, 166, 200 - texHeight("FULLHUD") / 2 - 30);
|
||||
return 28;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
override void UpdateStatusBar(SummaryInfo summary)
|
||||
{
|
||||
int nPalette = 0;
|
||||
let pPlayer = Blood.GetViewPlayer();
|
||||
int y = 0;
|
||||
|
||||
/*
|
||||
if (nGameType == 3)
|
||||
{
|
||||
if (pPlayer.teamId & 1)
|
||||
nPalette = 7;
|
||||
else
|
||||
nPalette = 10;
|
||||
|
||||
palette = Translation.MakeID(Translation_Remap, nPalette);
|
||||
}
|
||||
*/
|
||||
|
||||
if (hud_size == Hud_full)
|
||||
{
|
||||
y = DrawHUD2(pPlayer);
|
||||
}
|
||||
else if (hud_size > Hud_Stbar)
|
||||
{
|
||||
BeginStatusBar(320, 200, 28);
|
||||
if (pPlayer.throwPower)
|
||||
TileHGauge("ThrowGauge", 124, 175, pPlayer.throwPower, 1);
|
||||
else if (hud_size > Hud_StbarOverlay)
|
||||
drawInventory(pPlayer, 166, 200 - texHeight("FullHUD") / 2);
|
||||
}
|
||||
if (hud_size == Hud_Mini)
|
||||
{
|
||||
y = DrawHUD1(pPlayer, nPalette);
|
||||
}
|
||||
else if (hud_size <= Hud_StbarOverlay)
|
||||
{
|
||||
y = DrawStatusBar(pPlayer, nPalette);
|
||||
}
|
||||
DoLevelStats(pPlayer, y, summary);
|
||||
|
||||
// All remaining parts must be done with HUD alignment rules, even when showing a status bar.
|
||||
BeginHUD(320, 200, 1);
|
||||
drawPowerUps(pPlayer);
|
||||
|
||||
/*
|
||||
drawMultiHUD();
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
|
@ -33,6 +33,30 @@ enum EGameType
|
|||
|
||||
};
|
||||
|
||||
enum AM_Mode
|
||||
{
|
||||
am_off,
|
||||
am_overlay,
|
||||
am_full,
|
||||
am_count
|
||||
}
|
||||
|
||||
enum EHudSize
|
||||
{
|
||||
Hud_Current = -1,
|
||||
Hud_Frame50 = 0,
|
||||
Hud_Frame60,
|
||||
Hud_Frame70,
|
||||
Hud_Frame80,
|
||||
Hud_Frame90,
|
||||
Hud_Stbar,
|
||||
Hud_StbarOverlay,
|
||||
Hud_Mini,
|
||||
Hud_full,
|
||||
Hud_Nothing,
|
||||
Hud_MAX
|
||||
}
|
||||
|
||||
struct UserConfigStruct native
|
||||
{
|
||||
native readonly bool nomonsters;
|
||||
|
@ -45,6 +69,8 @@ extend struct _
|
|||
native @UserConfigStruct userConfig;
|
||||
native readonly MapRecord currentLevel;
|
||||
native readonly int paused;
|
||||
native readonly int automapMode;
|
||||
native readonly int PlayClock;
|
||||
}
|
||||
|
||||
struct MapRecord native
|
||||
|
@ -219,7 +245,7 @@ class BaseStatusBar : StatusBarCore native
|
|||
{}
|
||||
|
||||
|
||||
class BloodStatusBar : BaseStatusBar native
|
||||
class NativeBloodStatusBar : BaseStatusBar native
|
||||
{}
|
||||
|
||||
class DukeCommonStatusBar : BaseStatusBar native
|
||||
|
|
Loading…
Reference in a new issue