mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
- removed the native implementation od Exhumed's status bar.
This commit is contained in:
parent
663f330684
commit
b520d38bc0
3 changed files with 15 additions and 866 deletions
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@ -829,10 +829,12 @@ void CreateStatusBar()
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StatusBar->SetSize(0, 320, 200);
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InitStatusBar();
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// this is for comparing the scriptification with the C++ versions
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/*
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stbarclass = PClass::FindClass("NativeExhumedStatusBar");
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StatusBar2 = static_cast<DBaseStatusBar*>(stbarclass->CreateNew());
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StatusBar2->SetSize(0, 320, 200);
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StatusBar2->Release();
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*/
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}
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@ -1,32 +1,35 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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Copyright (C) 2020-2021 Christoph Oelckers
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This file is part of Raze.
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "engine.h"
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#include "player.h"
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#include "aistuff.h"
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#include "status.h"
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#include "exhumed.h"
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#include "sequence.h"
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#include "names.h"
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#include "view.h"
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#include "v_2ddrawer.h"
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#include "multipatchtexture.h"
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#include "texturemanager.h"
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#include "statusbar.h"
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#include "v_draw.h"
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#include "automap.h"
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@ -115,857 +118,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Exhumed, SizeOfStatusSequence, SizeOfStatusSequen
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ACTION_RETURN_INT(SeqSize[nStatusSeqOffset + s1]);
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}
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class DNativeExhumedStatusBar : public DBaseStatusBar
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{
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DECLARE_CLASS(DNativeExhumedStatusBar, DBaseStatusBar)
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HAS_OBJECT_POINTERS
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TObjPtr<DHUDFont*> textfont, numberFont;
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int keyanims[4];
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int airframe, lungframe;
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int nSelectedItem;
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int nHealthLevel;
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int nMagicLevel;
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int nMeterRange;
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int nHurt;
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int nHealthFrame;
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int nMagicFrame;
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int nItemAltSeq;
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int nItemSeq;
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int nItemFrames;
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int nItemFrame;
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int nCounter;
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int nCounterDest;
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int nDigit[3];
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int ammodelay;
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int nLastWeapon;
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enum EConst
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{
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KeySeq = 36,
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};
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public:
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DNativeExhumedStatusBar()
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{
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textfont = Create<DHUDFont>(SmallFont, 1, Off, 1, 1);
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numberFont = Create<DHUDFont>(BigFont, 0, Off, 1, 1);
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int nPicNum = seq_GetSeqPicnum(kSeqStatus, 1, 0);
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nMeterRange = tileHeight(nPicNum);
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Reset();
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}
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void Reset()
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{
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airframe = lungframe = nHurt = nHealthFrame = nMagicFrame = nItemAltSeq = nItemFrames = nItemFrame = nCounter = 0;
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nDigit[0] = nDigit[1] = nDigit[2] = 0;
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nHealthLevel = -1;
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nMagicLevel = -1;
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nSelectedItem = -1;
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nItemSeq = -1;
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ammodelay = 3;
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nLastWeapon = -1;
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SetCounter(0);
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}
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private:
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//---------------------------------------------------------------------------
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//
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// draws a sequence animation to the status bar
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//
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//---------------------------------------------------------------------------
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void DrawStatusSequence(short nSequence, uint16_t edx, double ebx, double xoffset = 0)
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{
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edx += SeqBase[nSequence];
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short nFrameBase = FrameBase[edx];
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int16_t nFrameSize = FrameSize[edx];
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while (1)
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{
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nFrameSize--;
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if (nFrameSize < 0)
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break;
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int flags = 0;
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double x = ChunkXpos[nFrameBase] + xoffset;
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double y = ChunkYpos[nFrameBase] + ebx;
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if (hud_size <= Hud_StbarOverlay)
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{
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x += 161;
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y += 100;
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}
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else
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{
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if (x < 0)
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{
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x += 160;
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flags |= DI_SCREEN_LEFT_BOTTOM;
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}
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else if (x > 0)
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{
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x -= 159; // graphics do not match up precisely.
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flags |= DI_SCREEN_RIGHT_BOTTOM;
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}
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y -= 100;
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}
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int tile = ChunkPict[nFrameBase];
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short chunkFlag = ChunkFlag[nFrameBase];
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if (chunkFlag & 3)
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{
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// This is hard to align with bad offsets, so skip that treatment for mirrored elements.
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flags |= DI_ITEM_RELCENTER;
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}
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else
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{
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x -= tileWidth(tile) * .5;
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y -= tileHeight(tile) * .5;
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flags |= DI_ITEM_OFFSETS;
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}
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if (chunkFlag & 1)
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flags |= DI_MIRROR;
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if (chunkFlag & 2)
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flags |= DI_MIRRORY;
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DrawGraphic(tileGetTexture(tile), x, y, flags, 1, -1, -1, 1, 1);
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nFrameBase++;
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}
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}
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//---------------------------------------------------------------------------
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//
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// draws a sequence animation to the status bar
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//
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//---------------------------------------------------------------------------
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FGameTexture * GetStatusSequencePic(short nSequence, uint16_t edx)
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{
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edx += SeqBase[nSequence];
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int nFrameBase = FrameBase[edx];
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return tileGetTexture(ChunkPict[nFrameBase]);
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}
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int GetStatusSequenceTile(short nSequence, uint16_t edx)
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{
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edx += SeqBase[nSequence];
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int nFrameBase = FrameBase[edx];
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return ChunkPict[nFrameBase];
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}
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//---------------------------------------------------------------------------
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//
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// Frag display - very ugly and may have to be redone if multiplayer support gets added.
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//
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//---------------------------------------------------------------------------
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void DrawMulti()
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{
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char stringBuf[30];
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if (nNetPlayerCount)
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{
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BeginHUD(320, 200, 1);
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int shade;
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if ((PlayClock / 120) & 1) {
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shade = -100;
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}
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else {
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shade = 127;
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}
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int nTile = kTile3593;
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int xx = 320 / (nTotalPlayers + 1);
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int x = xx - 160;
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for (int i = 0; i < nTotalPlayers; i++)
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{
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DrawGraphic(tileGetTexture(nTile), x, 7, DI_ITEM_CENTER, 1, -1, -1, 1, 1);
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if (i != nLocalPlayer) {
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shade = -100;
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}
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sprintf(stringBuf, "%d", nPlayerScore[i]);
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SBar_DrawString(this, textfont, stringBuf, x, 0, DI_ITEM_TOP|DI_TEXT_ALIGN_CENTER, i != nLocalPlayer ? CR_UNTRANSLATED : CR_GOLD, 1, -1, 0, 1, 1);
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x += xx;
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nTile++;
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}
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if (nNetTime >= 0)
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{
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int y = 0;
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if (nNetTime)
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{
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int v12 = (nNetTime + 29) / 30 % 60;
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int v13 = (nNetTime + 29) / 1800;
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nNetTime += 29;
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sprintf(stringBuf, "%d.%02d", v13, v12);
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y += 20;
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nNetTime -= 29;
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SBar_DrawString(this, textfont, stringBuf, 0, 10, DI_ITEM_TOP | DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, -1, 0, 1, 1);
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}
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}
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}
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}
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//==========================================================================
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//
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// Fullscreen HUD variant #1
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//
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//==========================================================================
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int ItemTimer(int num, int plr)
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{
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switch (num) {
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case 1: //Scarab item
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return (PlayerList[plr].invincibility * 100) / 900;
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case 3: //Hand item
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return (PlayerList[plr].nDouble * 100) / 1350;
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case 5: //Mask
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return (PlayerList[plr].nMaskAmount * 100) / 1350;
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case 4: //Invisible
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return (PlayerList[plr].nInvisible * 100) / 900;
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case 2: //Torch
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return (PlayerList[plr].nTorch * 100) / 900;
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}
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return -1;
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}
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void DrawHUD2()
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{
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BeginHUD(320, 200, 1);
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auto pp = &PlayerList[nLocalPlayer];
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FString format;
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FGameTexture* img;
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double imgScale;
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double baseScale = numberFont->mFont->GetHeight() * 0.75;
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//
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// Health
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//
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img = GetStatusSequencePic(nStatusSeqOffset + 125, 0);
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imgScale = baseScale / img->GetDisplayHeight();
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DrawGraphic(img, 1.5, -1, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, imgScale, imgScale);
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if (!althud_flashing || pp->nHealth > 150 || (PlayClock & 32))
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{
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int s = -8;
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if (althud_flashing && pp->nHealth > 800)
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s += bsin(PlayClock << 5, -10);
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int intens = clamp(255 - 4 * s, 0, 255);
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auto pe = PalEntry(255, intens, intens, intens);
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format.Format("%d", pp->nHealth >> 3);
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SBar_DrawString(this, numberFont, format, 13, -numberFont->mFont->GetHeight()+3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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//
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// Air
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//
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if (SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater)
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{
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img = GetStatusSequencePic(nStatusSeqOffset + 133, airframe);
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imgScale = baseScale / img->GetDisplayHeight();
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DrawGraphic(img, -4, -22, DI_ITEM_RIGHT_BOTTOM, 1., -1, -1, imgScale, imgScale);
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}
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//
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// Magic
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//
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if (nItemSeq >= 0)
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{
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int tile = GetStatusSequenceTile(nItemSeq + nStatusSeqOffset, nItemFrame);
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int tile2 = tile;
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if (tile2 > 744 && tile2 < 751) tile2 = 744;
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imgScale = baseScale / tileHeight(tile2);
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DrawGraphic(tileGetTexture(tile), 70, -1, DI_ITEM_CENTER_BOTTOM, 1., -1, -1, imgScale, imgScale);
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format.Format("%d", pp->nMagic / 10);
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short nItem = PlayerList[nLocalPlayer].nItem;
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int timer = ItemTimer(nItem, nLocalPlayer);
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if (timer > 0)
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{
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format.AppendFormat("/%d", timer);
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}
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SBar_DrawString(this, numberFont, format, 79.5, -numberFont->mFont->GetHeight() + 3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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//
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// Weapon
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//
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const short ammo_sprites[] = { -1, -1 };
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int weapon = pp->nCurrentWeapon;
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int wicon = 0;// ammo_sprites[weapon];
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int ammo = nCounterDest;// pp->WpnAmmo[weapon];
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if (ammo > 0) // wicon > 0
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{
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format.Format("%d", ammo);
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img = tileGetTexture(wicon);
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imgScale = baseScale / img->GetDisplayHeight();
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auto imgX = 21.125;
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auto strlen = format.Len();
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if (strlen > 1)
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{
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imgX += (imgX * 0.855) * (strlen - 1);
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}
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if ((!althud_flashing || PlayClock & 32 || ammo > 10))// (DamageData[weapon].max_ammo / 10)))
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{
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SBar_DrawString(this, numberFont, format, -3, -numberFont->mFont->GetHeight()+3, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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//DrawGraphic(img, -imgX, -1, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, imgScale, imgScale);
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}
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#if 0
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//
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// Selected inventory item
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//
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img = tileGetTexture(icons[pp->InventoryNum]);
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imgScale = baseScale / img->GetDisplayHeight();
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int x = 165;
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DrawGraphic(img, x, -1, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, imgScale, imgScale);
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PlayerUpdateInventoryState(pp, x + 3.0, -18.0, 1, 1);
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PlayerUpdateInventoryPercent(pp, x + 3.5, -20.5, 1, 1);
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#endif
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//
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// keys
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//
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uint16_t nKeys = PlayerList[nLocalPlayer].keys;
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int val = 675;
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int x = -134;
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for (int i = 0; i < 4; i++)
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{
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if (nKeys & 0x1000)
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{
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auto tex = tileGetTexture(val);
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if (tex && tex->isValid())
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{
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DrawGraphic(tex, x, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, 1, 1);
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}
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}
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nKeys >>= 1;
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val += 4;
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x += 20;
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}
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}
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//---------------------------------------------------------------------------
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//
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// draw the full status bar
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//
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//---------------------------------------------------------------------------
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void DrawStatus()
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{
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if (hud_size <= Hud_StbarOverlay)
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{
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// draw the main bar itself
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BeginStatusBar(320, 200, 40);
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if (hud_size == Hud_StbarOverlay) Set43ClipRect();
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DrawGraphic(tileGetTexture(kTileStatusBar), 160, 200, DI_ITEM_CENTER_BOTTOM, 1, -1, -1, 1, 1);
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twod->ClearClipRect();
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}
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else if (hud_size == Hud_Mini)
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{
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auto lh = TexMan.GetGameTextureByName("hud_l");
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auto rh = TexMan.GetGameTextureByName("hud_r");
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BeginHUD(320, 200, 1);
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if (lh) DrawGraphic(lh, 0, 0, DI_ITEM_LEFT_BOTTOM | DI_SCREEN_LEFT_BOTTOM, 1, -1, -1, 1, 1);
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if (rh) DrawGraphic(rh, 0, 0, DI_ITEM_RIGHT_BOTTOM | DI_SCREEN_RIGHT_BOTTOM, 1, -1, -1, 1, 1);
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}
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else if (hud_size == Hud_full)
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{
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DrawHUD2();
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return;
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}
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for (int i = 0; i < 4; i++)
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{
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if (PlayerList[nLocalPlayer].keys & (4096 << i))
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{
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DrawStatusSequence(nStatusSeqOffset + KeySeq + 2 * i, keyanims[i], 0.5, 0.5);
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}
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}
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if (/*!bFullScreen &&*/ nNetTime)
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{
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DrawStatusSequence(nStatusSeqOffset + 127, 0, 0);
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DrawStatusSequence(nStatusSeqOffset + 129, nMagicFrame, nMagicLevel);
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DrawStatusSequence(nStatusSeqOffset + 131, 0, 0); // magic pool frame (bottom)
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DrawStatusSequence(nStatusSeqOffset + 128, 0, 0);
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DrawStatusSequence(nStatusSeqOffset + 1, nHealthFrame, nHealthLevel);
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DrawStatusSequence(nStatusSeqOffset + 125, 0, 0); // draw ankh on health pool
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DrawStatusSequence(nStatusSeqOffset + 130, 0, 0); // draw health pool frame (top)
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if (nItemSeq >= 0) {
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DrawStatusSequence(nItemSeq + nStatusSeqOffset, nItemFrame, 1);
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}
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// draw the blue air level meter when underwater
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if (SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater)
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{
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DrawStatusSequence(nStatusSeqOffset + 133, airframe, 0, 0.5);
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}
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else
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{
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DrawStatusSequence(nStatusSeqOffset + 132, lungframe, 0);
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}
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if (nSelectedItem >= 0)
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{
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int count = PlayerList[nLocalPlayer].items[nSelectedItem];
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DrawStatusSequence(nStatusSeqOffset + 156 + 2* count, 0, 0);
|
||||
}
|
||||
|
||||
short nLives = PlayerList[nLocalPlayer].nLives;
|
||||
DrawStatusSequence(nStatusSeqOffset + 145 + (2 * nLives), 0, 0);
|
||||
|
||||
if (nHurt > 0) DrawStatusSequence(nStatusSeqOffset + 4, nHurt - 1, 0);
|
||||
|
||||
// draw compass
|
||||
if (hud_size <= Hud_StbarOverlay) DrawStatusSequence(nStatusSeqOffset + 35, ((inita + 128) & kAngleMask) >> 8, 0, 0.5);
|
||||
|
||||
//if (hud_size < Hud_full)
|
||||
{
|
||||
// draw ammo count
|
||||
DrawStatusSequence(nStatusSeqOffset + 44, nDigit[2], 0, 0.5);
|
||||
DrawStatusSequence(nStatusSeqOffset + 45, nDigit[1], 0, 0.5);
|
||||
DrawStatusSequence(nStatusSeqOffset + 46, nDigit[0], 0, 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
DrawMulti();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void PrintLevelStats(int bottomy)
|
||||
{
|
||||
FLevelStats stats{};
|
||||
stats.fontscale = 1.;
|
||||
stats.spacing = SmallFont->GetHeight();
|
||||
stats.screenbottomspace = bottomy;
|
||||
stats.font = SmallFont;
|
||||
stats.letterColor = CR_RED;
|
||||
stats.standardColor = CR_UNTRANSLATED;
|
||||
stats.time = Scale(PlayClock, 1000, 120);
|
||||
|
||||
if (automapMode == am_full)
|
||||
{
|
||||
DBaseStatusBar::PrintAutomapInfo(stats, true);
|
||||
}
|
||||
else if (hud_stats)
|
||||
{
|
||||
|
||||
stats.completeColor = CR_DARKGREEN;
|
||||
stats.kills = nCreaturesKilled;
|
||||
stats.maxkills = nCreaturesTotal;
|
||||
stats.frags = -1;
|
||||
stats.secrets = 0;
|
||||
stats.maxsecrets = 0;
|
||||
|
||||
DBaseStatusBar::PrintLevelStats(stats);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetItemSeq()
|
||||
{
|
||||
static const int nItemSeqOffset[] = { 91, 72, 76, 79, 68, 87, 83 };
|
||||
|
||||
short nItem = PlayerList[nLocalPlayer].nItem;
|
||||
if (nItem < 0)
|
||||
{
|
||||
nItemSeq = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
if (nItemMagic[nItem] <= PlayerList[nLocalPlayer].nMagic) nItemAltSeq = 0;
|
||||
else nItemAltSeq = 2;
|
||||
|
||||
nItemFrame = 0;
|
||||
nItemSeq = nItemSeqOffset[nItem] + nItemAltSeq;
|
||||
nItemFrames = SeqSize[nItemSeq + nStatusSeqOffset];
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetMagicFrame()
|
||||
{
|
||||
int magicperline = 1000 / nMeterRange;
|
||||
|
||||
int newMagicLevel = (1000 - PlayerList[nLocalPlayer].nMagic) / magicperline;
|
||||
newMagicLevel = clamp(newMagicLevel, 0, nMeterRange - 1);
|
||||
if (newMagicLevel != nMagicLevel) SetItemSeq();
|
||||
nMagicLevel = newMagicLevel;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetHealthFrame()
|
||||
{
|
||||
if (nHurt)
|
||||
{
|
||||
nHurt++;
|
||||
if (nHurt > SeqSize[nStatusSeqOffset + 4]) nHurt = 0;
|
||||
}
|
||||
|
||||
int healthperline = 800 / nMeterRange;
|
||||
|
||||
int newHealthLevel = (800 - PlayerList[nLocalPlayer].nHealth) / healthperline;
|
||||
newHealthLevel = clamp(newHealthLevel, 0, nMeterRange - 1);
|
||||
if (newHealthLevel > nHealthLevel) nHurt = 1;
|
||||
nHealthLevel = newHealthLevel;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetCounter(int nVal)
|
||||
{
|
||||
if (nVal <= 999)
|
||||
{
|
||||
if (nVal < 0) {
|
||||
nVal = 0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
nVal = 999;
|
||||
}
|
||||
|
||||
nCounterDest = nVal;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetCounterImmediate(int nVal)
|
||||
{
|
||||
SetCounter(nVal);
|
||||
nCounter = nCounterDest;
|
||||
|
||||
SetCounterDigits();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetCounterDigits()
|
||||
{
|
||||
nDigit[2] = 3 * (nCounter / 100 % 10);
|
||||
nDigit[1] = 3 * (nCounter / 10 % 10);
|
||||
nDigit[0] = 3 * (nCounter % 10);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void UpdateCounter()
|
||||
{
|
||||
int nWeapon = PlayerList[nLocalPlayer].nCurrentWeapon;
|
||||
|
||||
if (nWeapon < 0)
|
||||
{
|
||||
SetCounterImmediate(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
int thiscount;
|
||||
|
||||
if (nWeapon >= kWeaponSword && nWeapon <= kWeaponRing)
|
||||
thiscount = PlayerList[nLocalPlayer].nAmmo[nWeapon];
|
||||
else
|
||||
thiscount = 0;
|
||||
|
||||
if (nWeapon != nLastWeapon) SetCounterImmediate(thiscount);
|
||||
else SetCounter(thiscount);
|
||||
}
|
||||
nLastWeapon = nWeapon;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void MoveStatus()
|
||||
{
|
||||
if (nItemSeq >= 0)
|
||||
{
|
||||
nItemFrame++;
|
||||
|
||||
if (nItemFrame >= nItemFrames)
|
||||
{
|
||||
if (nItemSeq == 67) {
|
||||
SetItemSeq();
|
||||
}
|
||||
else
|
||||
{
|
||||
nItemSeq -= nItemAltSeq;
|
||||
|
||||
if (nItemAltSeq || totalmoves & 0x1F)
|
||||
{
|
||||
if (nItemSeq < 2) {
|
||||
nItemAltSeq = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
nItemAltSeq = 1;
|
||||
}
|
||||
|
||||
nItemFrame = 0;
|
||||
nItemSeq += nItemAltSeq;
|
||||
nItemFrames = SeqSize[nStatusSeqOffset + nItemSeq];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
nHealthFrame++;
|
||||
if (nHealthFrame >= SeqSize[nStatusSeqOffset + 1]) nHealthFrame = 0;
|
||||
|
||||
nMagicFrame++;
|
||||
if (nMagicFrame >= SeqSize[nStatusSeqOffset + 129]) nMagicFrame = 0;
|
||||
|
||||
if (nCounter == nCounterDest)
|
||||
{
|
||||
nCounter = nCounterDest;
|
||||
ammodelay = 3;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
ammodelay--;
|
||||
if (ammodelay > 0) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
int eax = nCounterDest - nCounter;
|
||||
|
||||
if (eax <= 0)
|
||||
{
|
||||
if (eax >= -30)
|
||||
{
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
nDigit[i]--;
|
||||
|
||||
if (nDigit[i] < 0)
|
||||
{
|
||||
nDigit[i] += 30;
|
||||
}
|
||||
|
||||
if (nDigit[i] < 27) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
nCounter += (nCounterDest - nCounter) >> 1;
|
||||
SetCounterDigits();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (eax <= 30)
|
||||
{
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
nDigit[i]++;
|
||||
|
||||
if (nDigit[i] <= 27) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (nDigit[i] >= 30) {
|
||||
nDigit[i] -= 30;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
nCounter += (nCounterDest - nCounter) >> 1;
|
||||
SetCounterDigits();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(nDigit[0] % 3)) {
|
||||
nCounter = nDigit[0] / 3 + 100 * (nDigit[2] / 3) + 10 * (nDigit[1] / 3);
|
||||
}
|
||||
|
||||
eax = nCounterDest - nCounter;
|
||||
if (eax < 0) {
|
||||
eax = -eax;
|
||||
}
|
||||
|
||||
ammodelay = 4 - (eax >> 1);
|
||||
if (ammodelay < 1) {
|
||||
ammodelay = 1;
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void SetPlayerItem()
|
||||
{
|
||||
if (nSelectedItem != PlayerList[nLocalPlayer].nItem)
|
||||
{
|
||||
nSelectedItem = PlayerList[nLocalPlayer].nItem;
|
||||
SetItemSeq();
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void Tick() override
|
||||
{
|
||||
SetMagicFrame();
|
||||
SetHealthFrame();
|
||||
SetPlayerItem();
|
||||
UpdateCounter();
|
||||
MoveStatus();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int seq = nStatusSeqOffset + KeySeq + 2 * i;
|
||||
if (PlayerList[nLocalPlayer].keys & (4096 << i))
|
||||
{
|
||||
if (keyanims[i] < SeqSize[seq] - 1)
|
||||
{
|
||||
seq_MoveSequence(-1, seq, 0); // this plays the pickup sound.
|
||||
keyanims[i]++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
keyanims[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater)
|
||||
{
|
||||
|
||||
int nAirFrames = SeqSize[nStatusSeqOffset + 133];
|
||||
int airperline = 100 / nAirFrames;
|
||||
|
||||
airframe = PlayerList[nLocalPlayer].nAir / airperline;
|
||||
|
||||
if (airframe >= nAirFrames)
|
||||
{
|
||||
airframe = nAirFrames - 1;
|
||||
}
|
||||
else if (airframe < 0)
|
||||
{
|
||||
airframe = 0;
|
||||
}
|
||||
lungframe = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
int size = SeqSize[nStatusSeqOffset + 132];
|
||||
if (++lungframe == size) lungframe = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public:
|
||||
void UpdateStatusBar()
|
||||
{
|
||||
Tick(); // temporary.
|
||||
|
||||
if (hud_size <= Hud_full)
|
||||
{
|
||||
DrawStatus();
|
||||
}
|
||||
PrintLevelStats(hud_size == Hud_Nothing ? 0 : hud_size == Hud_full? 22 : 40);
|
||||
}
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(DNativeExhumedStatusBar, false, true)
|
||||
IMPLEMENT_POINTERS_START(DNativeExhumedStatusBar)
|
||||
IMPLEMENT_POINTER(textfont)
|
||||
IMPLEMENT_POINTER(numberFont)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
void UpdateFrame()
|
||||
{
|
||||
auto tex = tileGetTexture(nBackgroundPic);
|
||||
|
@ -990,7 +142,6 @@ void StatusMessage(int messageTime, const char* fmt, ...)
|
|||
va_end(ap);
|
||||
}
|
||||
|
||||
CVAR(Bool, sb_native, false, 0)
|
||||
void DrawStatusBar()
|
||||
{
|
||||
if (nFreeze == 2) return; // Hide when Ramses is talking.
|
||||
|
@ -1003,8 +154,7 @@ void DrawStatusBar()
|
|||
info.maxkills = nCreaturesTotal;
|
||||
// got no secrets in the game
|
||||
info.time = Scale(PlayClock, 1000, 120);
|
||||
if (!sb_native) UpdateStatusBar(&info);
|
||||
else StatusBar2->UpdateStatusBar();
|
||||
UpdateStatusBar(&info);
|
||||
|
||||
if (nSnakeCam >= 0)
|
||||
{
|
||||
|
|
|
@ -256,8 +256,5 @@ class DukeStatusBar : DukeCommonStatusBar native
|
|||
class RedneckStatusBar : DukeCommonStatusBar native
|
||||
{}
|
||||
|
||||
class NativeExhumedStatusBar : BaseStatusBar native
|
||||
{}
|
||||
|
||||
class SWStatusBar : BaseStatusBar native
|
||||
{}
|
||||
|
|
Loading…
Reference in a new issue