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@ -1,13 +1,13 @@
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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 Nuke.YKT
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Copyright (C) 2020-2021 Christoph Oelckers
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This file is part of NBlood.
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This file is part of Raze.
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NBlood 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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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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@ -31,8 +31,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "blood.h"
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#include "zstring.h"
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#include "razemenu.h"
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#include "gstrings.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "v_font.h"
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@ -45,788 +43,6 @@ CVARD(Bool, hud_powerupduration, true, CVAR_ARCHIVE/*|CVAR_FRONTEND_BLOOD*/, "en
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BEGIN_BLD_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static const char* gPackIcons[5] = {
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"PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5"
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};
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class DNativeBloodStatusBar : public DBaseStatusBar
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{
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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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};
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TObjPtr<DHUDFont*> smallf, tinyf;
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public:
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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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}
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private:
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DrawStatSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO)
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{
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int flags = align | ((nStat & RS_CENTERBOTTOM)? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT)? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER);
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double alpha = 1.;
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double scale = nScale / 65536.;
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DrawGraphic(TexMan.CheckForTexture(nTile, ETextureType::Any), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style);
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}
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void DrawStatMaskedSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO)
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{
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DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
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}
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void DrawStatSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO)
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{
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int flags = align | ((nStat & RS_CENTERBOTTOM) ? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT) ? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER);
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double alpha = 1.;
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double scale = nScale / 65536.;
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DrawGraphic(tileGetTexture(nTile, true), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style);
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}
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void DrawStatMaskedSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO)
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{
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DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
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}
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int texWidth(const char* name)
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{
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auto tex = TexMan.FindGameTexture(name, ETextureType::Any);
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return tex ? int(tex->GetDisplayWidth()) : 0;
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}
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int texHeight(const char* name)
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{
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auto tex = TexMan.FindGameTexture(name, ETextureType::Any);
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return tex ? int(tex->GetDisplayHeight()) : 0;
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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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void DrawStatNumber(const char* pFormat, int nNumber, const char* nametemplate, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0)
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{
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FStringf name("%s%d", nametemplate, 1);
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double width = (texWidth(name) + 1) * (nScale / 65536.);
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char tempbuf[80];
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mysnprintf(tempbuf, 80, pFormat, nNumber);
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x += 0.5;
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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.
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for (unsigned int i = 0; tempbuf[i]; i++, x += width)
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{
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if (tempbuf[i] == ' ') continue;
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name.Format("%s%d", nametemplate, tempbuf[i] - '0');
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DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
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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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//---------------------------------------------------------------------------
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void DrawCharArray(const char* text, const char *nametemplate, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0)
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{
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FStringf name("%s%d", nametemplate, 1);
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double width = (texWidth(name) + 1) * (nScale / 65536.);
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x += 0.5;
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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.
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for (unsigned int i = 0; text[i]; i++, x += width)
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{
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// Hackasaurus rex to give me a slash when drawing the weapon count of a reloadable gun.
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if (text[i] == 47)
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{
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DrawStatSprite("SBarSlash", x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
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}
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else
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{
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name.Format("%s%d", nametemplate, text[i] - '0');
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DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
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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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//
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//---------------------------------------------------------------------------
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void TileHGauge(const char* nTile, double x, double y, int nMult, int nDiv, int nStat = 0, int nScale = 65536)
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{
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auto tex = TexMan.CheckForTexture(nTile, ETextureType::Any);
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if (!tex.isValid()) return;
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int w = TexMan.GetGameTexture(tex)->GetDisplayWidth();
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int bx = scale(MulScale(w, nScale, 16), nMult, nDiv) + x;
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double scale = double(bx - x) / w;
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double sc = nScale / 65536.;
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DrawGraphic(tex, x, y, DI_ITEM_LEFT_TOP, 1., -1, -1, sc, sc, STYLE_Translucent, 0xffffffff, 0, scale);
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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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void PrintLevelStats(PLAYER* pPlayer, int bottomy)
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{
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FLevelStats stats{};
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stats.fontscale = 1.;
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stats.spacing = SmallFont->GetHeight() + 1;
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stats.screenbottomspace = bottomy;
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stats.font = SmallFont;
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stats.letterColor = CR_DARKRED;
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stats.standardColor = CR_DARKGRAY;
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stats.time = gFrameCount / GameTicRate;
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if (automapMode == am_full)
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{
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bool textfont = am_textfont;
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if (!am_textfont)
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{
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// For non-English languages force use of the text font. The tiny one is simply too small to ever add localized characters to it.
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auto p = GStrings["REQUIRED_CHARACTERS"];
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if (p && *p) textfont = true;
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}
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if (!textfont)
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{
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stats.font = SmallFont2;
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stats.spacing = 6;
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}
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if (hud_size <= Hud_StbarOverlay) stats.screenbottomspace = 56;
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DBaseStatusBar::PrintAutomapInfo(stats, textfont);
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}
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if (automapMode == am_off && hud_stats)
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{
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stats.completeColor = CR_DARKGREEN;
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stats.kills = gKillMgr.Kills;
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stats.maxkills = gKillMgr.TotalKills;
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stats.frags = gGameOptions.nGameType == 3? pPlayer->fragCount : -1;
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stats.secrets = gSecretMgr.Founds;
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stats.supersecrets = gSecretMgr.Super;
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stats.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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stats.time = Scale(PlayClock, 1000, 120);
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DBaseStatusBar::PrintLevelStats(stats);
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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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//---------------------------------------------------------------------------
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void viewDrawPowerUps(PLAYER* pPlayer)
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{
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enum { nPowerUps = 11 };
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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 };
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static const int powerYoffs[] = { 0, 5, 9, 5, 9, 7, 4, 5, 9, 4, 4 };
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static const int powerOrder[] = { kPwUpShadowCloak, kPwUpReflectShots, kPwUpDeathMask, kPwUpTwoGuns, kPwUpShadowCloakUseless, kPwUpFeatherFall,
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kPwUpGasMask, kPwUpDoppleganger, kPwUpAsbestArmor, kPwUpGrowShroom, kPwUpShrinkShroom };
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if (!hud_powerupduration)
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return;
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int powersort[nPowerUps];
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for (int i = 0; i < nPowerUps; i++) powersort[i] = i;
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for (int i = 0; i < nPowerUps; i++)
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{
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int power1 = powersort[i];
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for (int j = i + 1; j < nPowerUps; j++)
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{
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int power2 = powersort[j];
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if (pPlayer->pwUpTime[powerOrder[power1]] > pPlayer->pwUpTime[powerOrder[power2]])
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{
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powersort[i] = power2;
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powersort[j] = power1;
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}
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}
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}
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const int warningTime = 5;
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const int x = 15;
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int y = -50;
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for (int i = 0; i < nPowerUps; i++)
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{
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int order = powersort[i];
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int power = powerOrder[order];
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int time = pPlayer->pwUpTime[power];
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if (time > 0)
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{
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int remainingSeconds = time / 100;
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if (remainingSeconds > warningTime || (PlayClock & 32))
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{
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DrawStatMaskedSprite(gPowerUpInfo[power].picnum, x, y + powerYoffs[order], 0, 0, 256, (int)(65536 * powerScale[order]), DI_SCREEN_LEFT_CENTER);
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}
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DrawStatNumber("%d", remainingSeconds, "SBarNumberInv", x + 15, y, 0, remainingSeconds > warningTime ? 0 : 2, 256, 65536 * 0.5, DI_SCREEN_LEFT_CENTER);
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y += 20;
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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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//
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//---------------------------------------------------------------------------
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void drawInventory(PLAYER* pPlayer, int x, int y)
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{
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int packs[5];
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if (pPlayer->packItemTime)
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{
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int nPacks = 0;
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int width = 0;
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for (int i = 0; i < 5; i++)
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{
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if (pPlayer->packSlots[i].curAmount)
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{
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packs[nPacks++] = i;
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width += texWidth(gPackIcons[i]) + 1;
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}
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}
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width /= 2;
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x -= width;
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|
|
for (int i = 0; i < nPacks; i++)
|
|
|
|
|
{
|
|
|
|
|
int nPack = packs[i];
|
|
|
|
|
DrawStatSprite("PackBG", x + 1, y - 8);
|
|
|
|
|
DrawStatSprite("PackBG", x + 1, y - 6);
|
|
|
|
|
DrawStatSprite(gPackIcons[nPack], x + 1, y + 1);
|
|
|
|
|
if (nPack == pPlayer->packItemId)
|
|
|
|
|
DrawStatMaskedSprite("PackSelect", x + 1, y + 1);
|
|
|
|
|
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(PLAYER* pPlayer, int x, int y, int x2, int y2)
|
|
|
|
|
{
|
|
|
|
|
auto id = pPlayer->packItemId;
|
|
|
|
|
//id = 0;
|
|
|
|
|
if (id < 0) return;
|
|
|
|
|
|
|
|
|
|
DrawStatSprite(gPackIcons[id], x, y, 0, 0);
|
|
|
|
|
DrawStatNumber("%3d", pPlayer->packSlots[id].curAmount, "SBarPackAmount", x2, y2, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DrawPackItemInStatusBar2(PLAYER* pPlayer, int x, int y, int x2, int y2, int nStat, int nScale)
|
|
|
|
|
{
|
|
|
|
|
static const char* 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;
|
|
|
|
|
|
|
|
|
|
DrawStatMaskedSprite(packIcons2[pPlayer->packItemId], x, y + packYoffs[pPlayer->packItemId], 0, 0, nStat, packScale[pPlayer->packItemId] * 65536);
|
|
|
|
|
DrawStatNumber("%3d", pPlayer->packSlots[pPlayer->packItemId].curAmount, "SBarNumberInv", x2, y2, 0, 0, nStat, nScale);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void viewDrawPlayerSlots(void)
|
|
|
|
|
{
|
|
|
|
|
for (int nRows = (gNetPlayers - 1) / 4; nRows >= 0; nRows--)
|
|
|
|
|
{
|
|
|
|
|
for (int nCol = 0; nCol < 4; nCol++)
|
|
|
|
|
{
|
|
|
|
|
DrawStatSprite("SBPlayerSlot", -120 + nCol * 80, 4 + nRows * 9, 16, 0, 0, 65536, STYLE_Normal, DI_SCREEN_CENTER_TOP);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void viewDrawPlayerFrags(void)
|
|
|
|
|
{
|
|
|
|
|
FString gTempStr;
|
|
|
|
|
viewDrawPlayerSlots();
|
|
|
|
|
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;
|
|
|
|
|
const char* name = PlayerName(p);
|
|
|
|
|
gTempStr.Format("%s", name);
|
|
|
|
|
int color = CR_UNDEFINED;// todo: remap the colors. (11+col)
|
|
|
|
|
SBar_DrawString(this, tinyf, gTempStr, x + 4, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1);
|
|
|
|
|
gTempStr.Format("%2d", gPlayer[p].fragCount);
|
|
|
|
|
SBar_DrawString(this, tinyf, gTempStr, x + 76, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void viewDrawPlayerFlags(void)
|
|
|
|
|
{
|
|
|
|
|
FString gTempStr;
|
|
|
|
|
viewDrawPlayerSlots();
|
|
|
|
|
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;
|
|
|
|
|
const char* name = PlayerName(p);
|
|
|
|
|
gTempStr.Format("%s", name);
|
|
|
|
|
gTempStr.ToUpper();
|
|
|
|
|
int color = CR_UNDEFINED;// todo: remap the colors.
|
|
|
|
|
SBar_DrawString(this, tinyf, gTempStr, x + 4, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1);
|
|
|
|
|
|
|
|
|
|
gTempStr = "F";
|
|
|
|
|
x += 76;
|
|
|
|
|
if (gPlayer[p].hasFlag & 2)
|
|
|
|
|
{
|
|
|
|
|
SBar_DrawString(this, tinyf, gTempStr, x, y, DI_SCREEN_CENTER_TOP, CR_GREEN/*12*/, 1., -1, -1, 1, 1);
|
|
|
|
|
x -= 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gPlayer[p].hasFlag & 1)
|
|
|
|
|
SBar_DrawString(this, tinyf, gTempStr, x, y, DI_SCREEN_CENTER_TOP, CR_RED/*11*/, 1., -1, -1, 1, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void viewDrawCtfHudVanilla()
|
|
|
|
|
{
|
|
|
|
|
FString gTempStr;
|
|
|
|
|
int x = 1, y = 1;
|
|
|
|
|
if (team_ticker[0] == 0 || (PlayClock & 8))
|
|
|
|
|
{
|
|
|
|
|
SBar_DrawString(this, smallf, GStrings("TXT_COLOR_BLUE"), x, y, 0, CR_LIGHTBLUE, 1., -1, -1, 1, 1);
|
|
|
|
|
gTempStr.Format("%-3d", team_score[0]);
|
|
|
|
|
SBar_DrawString(this, smallf, gTempStr, x, y + 10, 0, CR_LIGHTBLUE, 1., -1, -1, 1, 1);
|
|
|
|
|
}
|
|
|
|
|
x = -2;
|
|
|
|
|
if (team_ticker[1] == 0 || (PlayClock & 8))
|
|
|
|
|
{
|
|
|
|
|
SBar_DrawString(this, smallf, GStrings("TXT_COLOR_RED"), x, y, DI_TEXT_ALIGN_RIGHT, CR_BRICK, 1., -1, -1, 1, 1);
|
|
|
|
|
gTempStr.Format("%3d", team_score[1]);
|
|
|
|
|
SBar_DrawString(this, smallf, gTempStr, x, y + 10, DI_TEXT_ALIGN_RIGHT, CR_BRICK, 1., -1, -1, 1, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void flashTeamScore(int team, bool show)
|
|
|
|
|
{
|
|
|
|
|
assert(0 == team || 1 == team); // 0: blue, 1: red
|
|
|
|
|
|
|
|
|
|
if (team_ticker[team] == 0 || (PlayClock & 8))
|
|
|
|
|
{
|
|
|
|
|
if (show)
|
|
|
|
|
DrawStatNumber("%d", team_score[team], "SBarNumberInv", -30, team ? 25 : -10, 0, team ? 2 : 10, 512, 65536 * 0.75, DI_SCREEN_RIGHT_CENTER);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void viewDrawCtfHud()
|
|
|
|
|
{
|
|
|
|
|
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, 10, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER);
|
|
|
|
|
if (gBlueFlagDropped)
|
|
|
|
|
DrawStatMaskedSprite("FlagDropped", 305-320, 83 - 100, 0, 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
|
|
|
|
|
else if (blueFlagTaken)
|
|
|
|
|
DrawStatMaskedSprite("FlagTaken", 307-320, 77 - 100, 0, blueFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
|
|
|
|
|
flashTeamScore(0, true);
|
|
|
|
|
|
|
|
|
|
bool meHaveRedFlag = gMe->hasFlag & 2;
|
|
|
|
|
DrawStatMaskedSprite(meHaveRedFlag ? "FlagHave" : "FlagHaveNot", 0, 10, 0, 2, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER);
|
|
|
|
|
if (gRedFlagDropped)
|
|
|
|
|
DrawStatMaskedSprite("FlagDropped", 305-320, 17, 0, 2, 512, 65536, DI_SCREEN_RIGHT_CENTER);
|
|
|
|
|
else if (redFlagTaken)
|
|
|
|
|
DrawStatMaskedSprite("FlagTaken", 307-320, 11, 0, redFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER);
|
|
|
|
|
flashTeamScore(1, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void DrawStatusBar(int nPalette)
|
|
|
|
|
{
|
|
|
|
|
int th = texHeight("Statusbar");
|
|
|
|
|
BeginStatusBar(320, 200, th);
|
|
|
|
|
|
|
|
|
|
PLAYER* pPlayer = gView;
|
|
|
|
|
XSPRITE* pXSprite = pPlayer->pXSprite;
|
|
|
|
|
|
|
|
|
|
DrawStatMaskedSprite("Statusbar", 160, 200, 0, nPalette, RS_CENTERBOTTOM);
|
|
|
|
|
DrawPackItemInStatusBar(pPlayer, 265, 186, 260, 172);
|
|
|
|
|
|
|
|
|
|
if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0)
|
|
|
|
|
{
|
|
|
|
|
DrawStatNumber("%3d", pXSprite->health >> 4, "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++)
|
|
|
|
|
{
|
|
|
|
|
FStringf nTile("KEYICON%d", i+1);
|
|
|
|
|
double x = 73.5 + (i & 1) * 173;
|
|
|
|
|
double y = 171.5 + (i >> 1) * 11;
|
|
|
|
|
if (pPlayer->hasKey[i + 1])
|
|
|
|
|
DrawStatSprite(nTile, x, y);
|
|
|
|
|
else
|
|
|
|
|
DrawStatSprite(nTile, x, y, 40, 5);
|
|
|
|
|
}
|
|
|
|
|
DrawStatMaskedSprite("BlinkIcon", 118.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
|
|
|
|
|
DrawStatMaskedSprite("BlinkIcon", 201.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
|
|
|
|
|
if (pPlayer->throwPower)
|
|
|
|
|
{
|
|
|
|
|
TileHGauge("ThrowGauge", 124, 175.5, pPlayer->throwPower, 65536);
|
|
|
|
|
}
|
|
|
|
|
drawInventory(pPlayer, 166, 200 - th);
|
|
|
|
|
// Depending on the scale we can lower the stats display. This needs some tweaking but this catches the important default case already.
|
|
|
|
|
PrintLevelStats(pPlayer, (hud_statscale <= 0.501f || hud_scalefactor < 0.7) && double(twod->GetWidth())/twod->GetHeight() > 1.6? 28 : 56);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
void DrawHUD1(int nPalette)
|
|
|
|
|
{
|
|
|
|
|
PLAYER* pPlayer = gView;
|
|
|
|
|
XSPRITE* pXSprite = pPlayer->pXSprite;
|
|
|
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|
|
BeginHUD(320, 200, 1);
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|
DrawStatSprite("FullHUD", 34, 187 - 200, 16, nPalette);
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|
if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0)
|
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|
|
|
{
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|
DrawStatNumber("%3d", pXSprite->health >> 4, "SBarHealthAmount", 8, 183 - 200, 0, 0);
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|
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|
}
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if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1)
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|
|
|
{
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|
int num = pPlayer->ammoCount[pPlayer->weaponAmmo];
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if (pPlayer->weaponAmmo == 6)
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|
num /= 10;
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|
DrawStatNumber("%3d", num, "SBarWeaponNum", 42, 183 - 200, 0, 0);
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}
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DrawStatSprite("ArmorBox", 284-320, 187 - 200, 16, nPalette);
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if (pPlayer->armor[1])
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{
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TileHGauge("Armor1Gauge", 250-320, 175 - 200, pPlayer->armor[1], 3200);
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DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarAmmoAmount", 255-320, 178 - 200, 0, 0);
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}
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if (pPlayer->armor[0])
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|
{
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|
TileHGauge("Armor3Gauge", 250-320, 183 - 200, pPlayer->armor[0], 3200);
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DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarAmmoAmount", 255-320, 186 - 200, 0, 0);
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}
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if (pPlayer->armor[2])
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|
{
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TileHGauge("Armor2Gauge", 250-320, 191 - 200, pPlayer->armor[2], 3200);
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DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarAmmoAmount", 255-320, 194 - 200, 0, 0);
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}
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DrawPackItemInStatusBar(pPlayer, 286-320, 186 - 200, 302-320, 183 - 200);
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for (int i = 0; i < 6; i++)
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|
{
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|
FStringf nTile("KEYICON%d", i+1);
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int x;
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|
int y = - 6;
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if (i & 1)
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{
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x = - (78 + (i >> 1) * 10);
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}
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else
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{
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x = 73 + (i >> 1) * 10;
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}
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if (pPlayer->hasKey[i + 1])
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DrawStatSprite(nTile, x, y, 0, 0);
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}
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PrintLevelStats(pPlayer, 28);
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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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|
//---------------------------------------------------------------------------
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|
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void DrawHUD2()
|
|
|
|
|
{
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static const char* ammoIcons[] = { nullptr, "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6",
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"AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
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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 };
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static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 };
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|
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PLAYER* pPlayer = gView;
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|
|
XSPRITE* pXSprite = pPlayer->pXSprite;
|
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|
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|
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|
|
BeginHUD(320, 200, 1);
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|
|
DrawStatMaskedSprite("HealthIcon", 12, 195 - 200, 0, 0, 256, (int)(65536 * 0.56));
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|
|
DrawStatNumber("%d", pXSprite->health >> 4, "SBarNumberHealth", 28, 187 - 200, 0, 0, 256);
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|
|
if (pPlayer->armor[1])
|
|
|
|
|
{
|
|
|
|
|
DrawStatMaskedSprite("Armor1Icon", 70, 186 - 200, 0, 0, 256, (int)(65536 * 0.5));
|
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|
|
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarNumberArmor2_", 83, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
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|
|
|
}
|
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|
|
if (pPlayer->armor[0])
|
|
|
|
|
{
|
|
|
|
|
DrawStatMaskedSprite("Armor3Icon", 112, 195 - 200, 0, 0, 256, (int)(65536 * 0.5));
|
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|
|
|
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarNumberArmor1_", 125, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
|
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|
|
|
}
|
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|
|
if (pPlayer->armor[2])
|
|
|
|
|
{
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|
|
DrawStatMaskedSprite("Armor2Icon", 155, 196 - 200, 0, 0, 256, (int)(65536 * 0.5));
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|
|
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarNumberArmor3_", 170, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
|
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|
|
|
}
|
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|
|
|
|
|
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|
|
DrawPackItemInStatusBar2(pPlayer, 216 - 320, 194 - 200, 231 - 320, 187 - 200, 512, (int)(65536 * 0.7));
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|
|
|
|
|
|
|
|
|
if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1)
|
|
|
|
|
{
|
|
|
|
|
int num = pPlayer->ammoCount[pPlayer->weaponAmmo];
|
|
|
|
|
if (pPlayer->weaponAmmo == 6)
|
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|
|
|
num /= 10;
|
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|
|
if (ammoIcons[pPlayer->weaponAmmo])
|
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|
|
|
DrawStatMaskedSprite(ammoIcons[pPlayer->weaponAmmo], 304-320, -8 + ammoYoffs[pPlayer->weaponAmmo],
|
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|
|
|
0, 0, 512, ammoScale[pPlayer->weaponAmmo] * 65536);
|
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|
|
|
|
|
|
|
|
bool reloadableWeapon = pPlayer->curWeapon == 3 && !powerupCheck(pPlayer, kPwUpTwoGuns);
|
|
|
|
|
if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt))
|
|
|
|
|
{
|
|
|
|
|
DrawStatNumber("%3d", num, "SBarNumberAmmo", 267-320, 187 - 200, 0, 0, 512);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
FString format;
|
|
|
|
|
short clip = CalcMagazineAmount(num, 2, pPlayer->weaponState == 1);
|
|
|
|
|
short total = num - clip;
|
|
|
|
|
format.Format("%d/%d", clip, num - clip);
|
|
|
|
|
|
|
|
|
|
DrawCharArray(format.GetChars(), "SBarNumberAmmo", (total < 10 ? 267 : 258) - 320, 187 - 200, 0, 0, 512);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
|
|
|
{
|
|
|
|
|
if (pPlayer->hasKey[i + 1])
|
|
|
|
|
{
|
|
|
|
|
FStringf tile("HUDKEYICON%d", i + 1);
|
|
|
|
|
DrawStatMaskedSprite(tile, -60 + 10 * i, 170 - 200, 0, 0, 0, (int)(65536 * 0.25));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BeginStatusBar(320, 200, 28);
|
|
|
|
|
if (pPlayer->throwPower)
|
|
|
|
|
TileHGauge("ThrowGauge", 124, 175, pPlayer->throwPower, 65536);
|
|
|
|
|
else
|
|
|
|
|
drawInventory(pPlayer, 166, 200-texHeight("FULLHUD") / 2 - 30);
|
|
|
|
|
PrintLevelStats(pPlayer, 28);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
public:
|
|
|
|
|
void UpdateStatusBar()
|
|
|
|
|
{
|
|
|
|
|
PLAYER* pPlayer = gView;
|
|
|
|
|
XSPRITE* pXSprite = pPlayer->pXSprite;
|
|
|
|
|
|
|
|
|
|
int nPalette = 0;
|
|
|
|
|
|
|
|
|
|
if (gGameOptions.nGameType == 3)
|
|
|
|
|
{
|
|
|
|
|
if (pPlayer->teamId & 1)
|
|
|
|
|
nPalette = 7;
|
|
|
|
|
else
|
|
|
|
|
nPalette = 10;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (hud_size == Hud_full)
|
|
|
|
|
{
|
|
|
|
|
DrawHUD2();
|
|
|
|
|
}
|
|
|
|
|
else if (hud_size > Hud_Stbar)
|
|
|
|
|
{
|
|
|
|
|
BeginStatusBar(320, 200, 28);
|
|
|
|
|
if (pPlayer->throwPower)
|
|
|
|
|
TileHGauge("ThrowGauge", 124, 175, pPlayer->throwPower, 65536);
|
|
|
|
|
else if (hud_size > Hud_StbarOverlay)
|
|
|
|
|
drawInventory(pPlayer, 166, 200 - tileHeight(2201) / 2);
|
|
|
|
|
}
|
|
|
|
|
if (hud_size == Hud_Mini)
|
|
|
|
|
{
|
|
|
|
|
DrawHUD1(nPalette);
|
|
|
|
|
}
|
|
|
|
|
else if (hud_size <= Hud_StbarOverlay)
|
|
|
|
|
{
|
|
|
|
|
DrawStatusBar(nPalette);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// All remaining parts must be done with HUD alignment rules, even when showing a status bar.
|
|
|
|
|
BeginHUD(320, 200, 1);
|
|
|
|
|
viewDrawPowerUps(pPlayer);
|
|
|
|
|
|
|
|
|
|
if (gGameOptions.nGameType >= 1)
|
|
|
|
|
{
|
|
|
|
|
if (gGameOptions.nGameType == 3)
|
|
|
|
|
{
|
|
|
|
|
if (VanillaMode())
|
|
|
|
|
{
|
|
|
|
|
viewDrawCtfHudVanilla();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
viewDrawCtfHud();
|
|
|
|
|
viewDrawPlayerFlags();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
viewDrawPlayerFrags();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
IMPLEMENT_CLASS(DNativeBloodStatusBar, false, false)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void UpdateFrame(void)
|
|
|
|
|
{
|
|
|
|
|
auto tex = tileGetTexture(kBackTile);
|
|
|
|
@ -850,25 +66,22 @@ void UpdateStatusBar()
|
|
|
|
|
{
|
|
|
|
|
UpdateFrame();
|
|
|
|
|
}
|
|
|
|
|
#if 0
|
|
|
|
|
SummaryInfo sum;
|
|
|
|
|
if (gGameOptions.nGameType == 3)
|
|
|
|
|
{
|
|
|
|
|
sum->kills = pPlayer ? pPlayer->fragCount : 0;
|
|
|
|
|
sum->maxkills = -3;
|
|
|
|
|
sum.kills = gView ? gView->fragCount : 0;
|
|
|
|
|
sum.maxkills = -3;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
sum->kills = gKillMgr.Kills;
|
|
|
|
|
sum->maxkills = gKillMgr.TotalKills;
|
|
|
|
|
sum.kills = gKillMgr.Kills;
|
|
|
|
|
sum.maxkills = gKillMgr.TotalKills;
|
|
|
|
|
}
|
|
|
|
|
sum->secrets = gSecretMgr.Founds;
|
|
|
|
|
sum->supersecrets = gSecretMgr.Super;
|
|
|
|
|
sum->maxsecrets = max(gSecretMgr.Founds, gSecretMgr.Total); // If we found more than there are, increase the total. Some levels have a bugged counter.
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
StatusBar->UpdateStatusBar();
|
|
|
|
|
sum.secrets = gSecretMgr.Founds;
|
|
|
|
|
sum.supersecrets = gSecretMgr.Super;
|
|
|
|
|
sum.maxsecrets = max(gSecretMgr.Founds, gSecretMgr.Total); // If we found more than there are, increase the total. Some levels have a bugged counter.
|
|
|
|
|
sum.time = Scale(PlayClock, 1000, 120);
|
|
|
|
|
UpdateStatusBar(&sum);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|