- made the scripted version of Blood's status bar functional.

This commit is contained in:
Christoph Oelckers 2021-05-12 21:46:49 +02:00
parent 778378fd5c
commit e5dd4a8638
10 changed files with 52 additions and 820 deletions

View file

@ -1108,3 +1108,4 @@ xy(menu_advance, "menu/advance")
xx(zoomsize)
xx(ScreenJobRunner)
xx(RazeStatusBar)

View file

@ -51,7 +51,7 @@ FGameTexture* CrosshairImage;
static int CrosshairNum;
IMPLEMENT_CLASS(DStatusBarCore, true, false)
IMPLEMENT_CLASS(DStatusBarCore, false, false)
IMPLEMENT_CLASS(DHUDFont, false, false);
@ -458,7 +458,7 @@ void DStatusBarCore::DrawGraphic(FTextureID texture, double x, double y, int fla
return;
FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE));
DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, style, color, translation);
DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, style, color, translation, clipwidth);
}
void DStatusBarCore::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, ERenderStyle style, PalEntry color, int translation, double clipwidth)
@ -577,6 +577,10 @@ void DStatusBarCore::DrawGraphic(FGameTexture* tex, double x, double y, int flag
x += orgx;
y += orgy;
}
if (clipwidth != -1)
{
int a = 0;
}
DrawTexture(twod, tex, x, y,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,

View file

@ -806,7 +806,7 @@ void CreateStatusBar()
GC::AddMarkerFunc([]() { GC::Mark(StatusBar); });
if (flags & GAMEFLAG_BLOOD)
{
stbarclass = PClass::FindClass("NativeBloodStatusBar");
stbarclass = PClass::FindClass("BloodStatusBar");
}
else if (flags & GAMEFLAG_SW)
{
@ -826,6 +826,13 @@ void CreateStatusBar()
I_FatalError("No status bar defined");
}
StatusBar = static_cast<DBaseStatusBar*>(stbarclass->CreateNew());
StatusBar->SetSize(0, 320, 200);
// this is for comparing the scriptification with the C++ versions
//stbarclass = PClass::FindClass("NativeBloodStatusBar");
//StatusBar2 = static_cast<DBaseStatusBar*>(stbarclass->CreateNew());
//StatusBar2->SetSize(0, 320, 200);
//StatusBar2->Release();
}

View file

@ -127,6 +127,7 @@ private:
};
extern DBaseStatusBar *StatusBar;
inline DBaseStatusBar* StatusBar2;
// Status bar factories -----------------------------------------------------
@ -144,5 +145,7 @@ void drawMapTitle();
class FSerializer;
void SerializeHud(FSerializer &arc);
extern int levelTextTime;
struct SummaryInfo;
void UpdateStatusBar(SummaryInfo* info);
#endif /* __SBAR_H__ */

View file

@ -379,3 +379,11 @@ void drawMapTitle()
}
}
void UpdateStatusBar(SummaryInfo* info)
{
IFVIRTUALPTRNAME(StatusBar, NAME_RazeStatusBar, UpdateStatusBar)
{
VMValue params[] = { StatusBar, info };
VMCall(func, params, 2, nullptr, 0);
}
}

View file

@ -1,13 +1,13 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) 2020-2021 Christoph Oelckers
This file is part of NBlood.
This file is part of Raze.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
@ -31,8 +31,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "blood.h"
#include "zstring.h"
#include "razemenu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_font.h"
@ -45,788 +43,6 @@ CVARD(Bool, hud_powerupduration, true, CVAR_ARCHIVE/*|CVAR_FRONTEND_BLOOD*/, "en
BEGIN_BLD_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static const char* gPackIcons[5] = {
"PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5"
};
class DNativeBloodStatusBar : public DBaseStatusBar
{
DECLARE_CLASS(DNativeBloodStatusBar, DBaseStatusBar)
enum NewRSFlags
{
RS_CENTERBOTTOM = 16384,
};
TObjPtr<DHUDFont*> smallf, tinyf;
public:
DNativeBloodStatusBar()
{
smallf = Create<DHUDFont>(SmallFont, 0, Off, 0, 0 );
tinyf = Create<DHUDFont>(gFont[4], 4, CellRight, 0, 0 );
}
private:
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DrawStatSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO)
{
int flags = align | ((nStat & RS_CENTERBOTTOM)? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT)? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER);
double alpha = 1.;
double scale = nScale / 65536.;
DrawGraphic(TexMan.CheckForTexture(nTile, ETextureType::Any), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style);
}
void DrawStatMaskedSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO)
{
DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
void DrawStatSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO)
{
int flags = align | ((nStat & RS_CENTERBOTTOM) ? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT) ? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER);
double alpha = 1.;
double scale = nScale / 65536.;
DrawGraphic(tileGetTexture(nTile, true), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style);
}
void DrawStatMaskedSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO)
{
DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
int texWidth(const char* name)
{
auto tex = TexMan.FindGameTexture(name, ETextureType::Any);
return tex ? int(tex->GetDisplayWidth()) : 0;
}
int texHeight(const char* name)
{
auto tex = TexMan.FindGameTexture(name, ETextureType::Any);
return tex ? int(tex->GetDisplayHeight()) : 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DrawStatNumber(const char* pFormat, int nNumber, const char* nametemplate, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0)
{
FStringf name("%s%d", nametemplate, 1);
double width = (texWidth(name) + 1) * (nScale / 65536.);
char tempbuf[80];
mysnprintf(tempbuf, 80, pFormat, nNumber);
x += 0.5;
y += 0.5; // This is needed because due to using floating point math, this code rounds slightly differently which for the numbers can be a problem.
for (unsigned int i = 0; tempbuf[i]; i++, x += width)
{
if (tempbuf[i] == ' ') continue;
name.Format("%s%d", nametemplate, tempbuf[i] - '0');
DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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)
{
FStringf name("%s%d", nametemplate, 1);
double width = (texWidth(name) + 1) * (nScale / 65536.);
x += 0.5;
y += 0.5; // This is needed because due to using floating point math, this code rounds slightly differently which for the numbers can be a problem.
for (unsigned int i = 0; text[i]; i++, x += width)
{
// Hackasaurus rex to give me a slash when drawing the weapon count of a reloadable gun.
if (text[i] == 47)
{
DrawStatSprite("SBarSlash", x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
else
{
name.Format("%s%d", nametemplate, text[i] - '0');
DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void TileHGauge(const char* nTile, double x, double y, int nMult, int nDiv, int nStat = 0, int nScale = 65536)
{
auto tex = TexMan.CheckForTexture(nTile, ETextureType::Any);
if (!tex.isValid()) return;
int w = TexMan.GetGameTexture(tex)->GetDisplayWidth();
int bx = scale(MulScale(w, nScale, 16), nMult, nDiv) + x;
double scale = double(bx - x) / w;
double sc = nScale / 65536.;
DrawGraphic(tex, x, y, DI_ITEM_LEFT_TOP, 1., -1, -1, sc, sc, STYLE_Translucent, 0xffffffff, 0, scale);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PrintLevelStats(PLAYER* pPlayer, int bottomy)
{
FLevelStats stats{};
stats.fontscale = 1.;
stats.spacing = SmallFont->GetHeight() + 1;
stats.screenbottomspace = bottomy;
stats.font = SmallFont;
stats.letterColor = CR_DARKRED;
stats.standardColor = CR_DARKGRAY;
stats.time = gFrameCount / GameTicRate;
if (automapMode == am_full)
{
bool textfont = am_textfont;
if (!am_textfont)
{
// For non-English languages force use of the text font. The tiny one is simply too small to ever add localized characters to it.
auto p = GStrings["REQUIRED_CHARACTERS"];
if (p && *p) textfont = true;
}
if (!textfont)
{
stats.font = SmallFont2;
stats.spacing = 6;
}
if (hud_size <= Hud_StbarOverlay) stats.screenbottomspace = 56;
DBaseStatusBar::PrintAutomapInfo(stats, textfont);
}
if (automapMode == am_off && hud_stats)
{
stats.completeColor = CR_DARKGREEN;
stats.kills = gKillMgr.Kills;
stats.maxkills = gKillMgr.TotalKills;
stats.frags = gGameOptions.nGameType == 3? pPlayer->fragCount : -1;
stats.secrets = gSecretMgr.Founds;
stats.supersecrets = gSecretMgr.Super;
stats.maxsecrets = max(gSecretMgr.Founds, gSecretMgr.Total); // If we found more than there are, increase the total. Some levels have a bugged counter.
stats.time = Scale(PlayClock, 1000, 120);
DBaseStatusBar::PrintLevelStats(stats);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void viewDrawPowerUps(PLAYER* pPlayer)
{
enum { nPowerUps = 11 };
static const float powerScale[] = { 0.4f, 0.4f, 0.3f, 0.3f, 0.4f, 0.3f, 0.4f, 0.5f, 0.3f, 0.4f, 0.4f };
static const int powerYoffs[] = { 0, 5, 9, 5, 9, 7, 4, 5, 9, 4, 4 };
static const int powerOrder[] = { kPwUpShadowCloak, kPwUpReflectShots, kPwUpDeathMask, kPwUpTwoGuns, kPwUpShadowCloakUseless, kPwUpFeatherFall,
kPwUpGasMask, kPwUpDoppleganger, kPwUpAsbestArmor, kPwUpGrowShroom, kPwUpShrinkShroom };
if (!hud_powerupduration)
return;
int powersort[nPowerUps];
for (int i = 0; i < nPowerUps; i++) powersort[i] = i;
for (int i = 0; i < nPowerUps; i++)
{
int power1 = powersort[i];
for (int j = i + 1; j < nPowerUps; j++)
{
int power2 = powersort[j];
if (pPlayer->pwUpTime[powerOrder[power1]] > pPlayer->pwUpTime[powerOrder[power2]])
{
powersort[i] = power2;
powersort[j] = power1;
}
}
}
const int warningTime = 5;
const int x = 15;
int y = -50;
for (int i = 0; i < nPowerUps; i++)
{
int order = powersort[i];
int power = powerOrder[order];
int time = pPlayer->pwUpTime[power];
if (time > 0)
{
int remainingSeconds = time / 100;
if (remainingSeconds > warningTime || (PlayClock & 32))
{
DrawStatMaskedSprite(gPowerUpInfo[power].picnum, x, y + powerYoffs[order], 0, 0, 256, (int)(65536 * powerScale[order]), DI_SCREEN_LEFT_CENTER);
}
DrawStatNumber("%d", remainingSeconds, "SBarNumberInv", x + 15, y, 0, remainingSeconds > warningTime ? 0 : 2, 256, 65536 * 0.5, DI_SCREEN_LEFT_CENTER);
y += 20;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void drawInventory(PLAYER* pPlayer, int x, int y)
{
int packs[5];
if (pPlayer->packItemTime)
{
int nPacks = 0;
int width = 0;
for (int i = 0; i < 5; i++)
{
if (pPlayer->packSlots[i].curAmount)
{
packs[nPacks++] = i;
width += texWidth(gPackIcons[i]) + 1;
}
}
width /= 2;
x -= width;
for (int i = 0; i < nPacks; i++)
{
int nPack = packs[i];
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;
BeginHUD(320, 200, 1);
DrawStatSprite("FullHUD", 34, 187 - 200, 16, nPalette);
if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0)
{
DrawStatNumber("%3d", pXSprite->health >> 4, "SBarHealthAmount", 8, 183 - 200, 0, 0);
}
if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1)
{
int num = pPlayer->ammoCount[pPlayer->weaponAmmo];
if (pPlayer->weaponAmmo == 6)
num /= 10;
DrawStatNumber("%3d", num, "SBarWeaponNum", 42, 183 - 200, 0, 0);
}
DrawStatSprite("ArmorBox", 284-320, 187 - 200, 16, nPalette);
if (pPlayer->armor[1])
{
TileHGauge("Armor1Gauge", 250-320, 175 - 200, pPlayer->armor[1], 3200);
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarAmmoAmount", 255-320, 178 - 200, 0, 0);
}
if (pPlayer->armor[0])
{
TileHGauge("Armor3Gauge", 250-320, 183 - 200, pPlayer->armor[0], 3200);
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarAmmoAmount", 255-320, 186 - 200, 0, 0);
}
if (pPlayer->armor[2])
{
TileHGauge("Armor2Gauge", 250-320, 191 - 200, pPlayer->armor[2], 3200);
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarAmmoAmount", 255-320, 194 - 200, 0, 0);
}
DrawPackItemInStatusBar(pPlayer, 286-320, 186 - 200, 302-320, 183 - 200);
for (int i = 0; i < 6; i++)
{
FStringf nTile("KEYICON%d", i+1);
int x;
int y = - 6;
if (i & 1)
{
x = - (78 + (i >> 1) * 10);
}
else
{
x = 73 + (i >> 1) * 10;
}
if (pPlayer->hasKey[i + 1])
DrawStatSprite(nTile, x, y, 0, 0);
}
PrintLevelStats(pPlayer, 28);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DrawHUD2()
{
static const char* ammoIcons[] = { nullptr, "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6",
"AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
static const float ammoScale[] = { 0, 0.5f, 0.8f, 0.7f, 0.5f, 0.7f, 0.5f, 0.3f, 0.3f, 0.6f, 0.5f, 0.45f };
static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 };
PLAYER* pPlayer = gView;
XSPRITE* pXSprite = pPlayer->pXSprite;
BeginHUD(320, 200, 1);
DrawStatMaskedSprite("HealthIcon", 12, 195 - 200, 0, 0, 256, (int)(65536 * 0.56));
DrawStatNumber("%d", pXSprite->health >> 4, "SBarNumberHealth", 28, 187 - 200, 0, 0, 256);
if (pPlayer->armor[1])
{
DrawStatMaskedSprite("Armor1Icon", 70, 186 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarNumberArmor2_", 83, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
}
if (pPlayer->armor[0])
{
DrawStatMaskedSprite("Armor3Icon", 112, 195 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarNumberArmor1_", 125, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
}
if (pPlayer->armor[2])
{
DrawStatMaskedSprite("Armor2Icon", 155, 196 - 200, 0, 0, 256, (int)(65536 * 0.5));
DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarNumberArmor3_", 170, 187 - 200, 0, 0, 256, (int)(65536 * 0.65));
}
DrawPackItemInStatusBar2(pPlayer, 216 - 320, 194 - 200, 231 - 320, 187 - 200, 512, (int)(65536 * 0.7));
if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1)
{
int num = pPlayer->ammoCount[pPlayer->weaponAmmo];
if (pPlayer->weaponAmmo == 6)
num /= 10;
if (ammoIcons[pPlayer->weaponAmmo])
DrawStatMaskedSprite(ammoIcons[pPlayer->weaponAmmo], 304-320, -8 + ammoYoffs[pPlayer->weaponAmmo],
0, 0, 512, ammoScale[pPlayer->weaponAmmo] * 65536);
bool reloadableWeapon = pPlayer->curWeapon == 3 && !powerupCheck(pPlayer, kPwUpTwoGuns);
if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt))
{
DrawStatNumber("%3d", num, "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);
}

View file

@ -102,7 +102,6 @@ class BloodStatusBar : RazeStatusBar
}
else
{
if (i < "0" || i > "9") continue;
if (c < "0" || c > "9") continue;
texname = String.Format("%s%d", nametemplate, c - int("0"));
DrawImage(texname, (x, y), DI_ITEM_RELCENTER);
@ -120,7 +119,7 @@ class BloodStatusBar : RazeStatusBar
{
int w = texWidth(nTile);
double bx = w * sc * nMult / nDiv + x;
double scale = double(bx - x) / w;
double scale = (bx - x) / w;
DrawImage(nTile, (x, y), DI_ITEM_LEFT_TOP, 1., (-1, -1), (sc, sc), clipwidth:scale);
}
@ -193,9 +192,9 @@ class BloodStatusBar : RazeStatusBar
for (int i = 0; i < nPowerUps; i++)
{
int power1 = powersort[i];
for (int j = i + 1; j < nPowerUps; j++)
{
int power1 = powersort[i];
int power2 = powersort[j];
if (pPlayer.pwUpTime[powerOrder[power1]] > pPlayer.pwUpTime[powerOrder[power2]])
{
@ -507,7 +506,7 @@ class BloodStatusBar : RazeStatusBar
int DrawStatusBar(BloodPlayer pPlayer, int nPalette)
{
int th = texHeight("Statusbar");
BeginStatusBar(320, 200, th);
BeginStatusBar(false, 320, 200, th);
int health = pPlayer.GetHealth();
@ -582,7 +581,7 @@ class BloodStatusBar : RazeStatusBar
int DrawHUD1(BloodPlayer pPlayer, int nPalette)
{
BeginHUD(320, 200, 1);
BeginHUD(1, false, 320, 200);
DrawImage("FullHUD", (34, 187 - 200), DI_ITEM_RELCENTER, style:STYLE_Normal, col:0xffc0c0c0, translation:nPalette);
int health = pPlayer.GetHealth();
if (health >= 16 || (PlayClock & 16) || health == 0)
@ -649,7 +648,7 @@ class BloodStatusBar : RazeStatusBar
static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 };
int health = pPlayer.GetHealth();
BeginHUD(320, 200, 1);
BeginHUD(1, false, 320, 200);
DrawImage("HealthIcon", (12, 195 - 200), DI_ITEM_RELCENTER, scale:(0.56, 0.56));
DrawStatNumber("%d", health >> 4, "SBarNumberHealth", 28, 187 - 200, 0, 0);
if (pPlayer.armor[1])
@ -705,7 +704,7 @@ class BloodStatusBar : RazeStatusBar
}
}
BeginStatusBar(320, 200, 28);
BeginStatusBar(false, 320, 200, 28);
if (pPlayer.throwPower)
TileHGauge("ThrowGauge", 124, 175, pPlayer.throwPower, 1);
else
@ -743,7 +742,7 @@ class BloodStatusBar : RazeStatusBar
}
else if (hud_size > Hud_Stbar)
{
BeginStatusBar(320, 200, 28);
BeginStatusBar(false, 320, 200, 28);
if (pPlayer.throwPower)
TileHGauge("ThrowGauge", 124, 175, pPlayer.throwPower, 1);
else if (hud_size > Hud_StbarOverlay)
@ -760,7 +759,7 @@ class BloodStatusBar : RazeStatusBar
DoLevelStats(pPlayer, y, summary);
// All remaining parts must be done with HUD alignment rules, even when showing a status bar.
BeginHUD(320, 200, 1);
BeginHUD(1, false, 320, 200);
drawPowerUps(pPlayer);
/*

View file

@ -245,9 +245,6 @@ class BaseStatusBar : StatusBarCore native
{}
class NativeBloodStatusBar : BaseStatusBar native
{}
class DukeCommonStatusBar : BaseStatusBar native
{}

View file

@ -81,7 +81,7 @@ class RazeStatusBar : StatusBarCore
{
if (stats.maxkills == -3) text.Format("%sF: %s%d", info.letterColor, info.standardColor, stats.kills);
else if (stats.maxkills == -2) text.Format("%sK: %s%d", info.letterColor, info.standardColor, stats.kills);
else text.Format("%sK: %s%d/%d", info.letterColor,
else text = String.Format("%sK: %s%d/%d", info.letterColor,
stats.kills == stats.maxkills ? info.completeColor : info.standardColor, stats.kills, stats.maxkills);
drawStatText(info.statFont, 2 * hud_statscale, y2, text, scale);
@ -89,7 +89,7 @@ class RazeStatusBar : StatusBarCore
if (stats.maxsecrets > 0) // don't bother if there are no secrets.
{
text.Format("%sS: %s%d/%d", info.letterColor, stats.secrets >= stats.maxsecrets ? info.completeColor : info.standardColor, stats.secrets, stats.maxsecrets);
text = String.Format("%sS: %s%d/%d", info.letterColor, stats.secrets >= stats.maxsecrets ? info.completeColor : info.standardColor, stats.secrets, stats.maxsecrets);
if (stats.supersecrets > 0) text.AppendFormat("+%d", stats.supersecrets);
drawStatText(info.statFont, 2 * hud_statscale, y1, text, scale);