2020-07-02 18:17:29 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include <array>
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#include "v_font.h"
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#include "duke3d.h"
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#include "compat.h"
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#include "sbar.h"
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#include "statusbar.h"
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#include "v_draw.h"
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2020-07-03 21:56:14 +00:00
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#include "names_d.h"
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2020-07-02 18:17:29 +00:00
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#include "texturemanager.h"
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BEGIN_DUKE_NS
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//==========================================================================
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//
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// very much a dummy to access the methods.
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// The goal is to export this to a script.
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//
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//==========================================================================
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class DDukeStatusBar : public DDukeCommonStatusBar
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{
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public:
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DDukeStatusBar()
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{
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// optionally draw at the top of the screen.
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2020-07-06 13:48:51 +00:00
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SetSize(tilesiz[TILE_BOTTOMSTATUSBAR].y);
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2020-07-02 18:17:29 +00:00
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scale = 1;
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ammo_sprites = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, RPGAMMO, HBOMBAMMO, CRYSTALAMMO, DEVISTATORAMMO, TRIPBOMBSPRITE, FREEZEAMMO + 1, HBOMBAMMO, GROWAMMO/*, FLAMETHROWERAMMO + 1*/ };
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item_icons = { 0, FIRSTAID_ICON, STEROIDS_ICON, HOLODUKE_ICON, JETPACK_ICON, HEAT_ICON, AIRTANK_ICON, BOOT_ICON };
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}
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//==========================================================================
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//
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// Helpers
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//
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//==========================================================================
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int getinvamount(const DukePlayer_t* p)
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{
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switch (p->inven_icon)
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{
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case ICON_FIRSTAID:
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return p->inv_amount[GET_FIRSTAID];
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case ICON_STEROIDS:
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return (p->inv_amount[GET_STEROIDS] + 3) >> 2;
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case ICON_HOLODUKE:
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return (p->inv_amount[GET_HOLODUKE] + 15) / 24;
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case ICON_JETPACK:
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return (p->inv_amount[GET_JETPACK] + 15) >> 4;
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case ICON_HEATS:
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return p->inv_amount[GET_HEATS] / 12;
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case ICON_SCUBA:
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return (p->inv_amount[GET_SCUBA] + 63) >> 6;
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case ICON_BOOTS:
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return p->inv_amount[GET_BOOTS] >> 1;
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}
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return -1;
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}
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int GetMoraleOrShield(DukePlayer_t *p, int snum)
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{
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// special handling for WW2GI
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int lAmount = GetGameVar("PLR_MORALE", -1, p->i, snum);
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if (lAmount == -1) lAmount = p->inv_amount[GET_SHIELD];
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return lAmount;
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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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void FullscreenHUD1(DukePlayer_t* p, int snum)
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{
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//
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// Health
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//
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2020-07-02 21:56:22 +00:00
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DrawGraphic(tileGetTexture(COLA), 2, -2, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, 0.75, 0.75);
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2020-07-02 18:17:29 +00:00
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FString format;
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if (!althud_flashing || p->last_extra > (max_player_health >> 2) || ((int)totalclock & 32) || (sprite[p->i].pal == 1 && p->last_extra < 2))
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{
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int s = -8;
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if (althud_flashing && p->last_extra > max_player_health)
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s += (sintable[((int)totalclock << 5) & 2047] >> 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", p->last_extra);
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SBar_DrawString(this, &numberFont, format, 40, -BigFont->GetHeight() - 0.5, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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//
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// Armor
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//
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2020-07-02 21:56:22 +00:00
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DrawGraphic(tileGetTexture(SHIELD), 62, -2, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, 0.75, 0.75);
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2020-07-02 18:17:29 +00:00
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format.Format("%d", GetMoraleOrShield(p, snum));
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SBar_DrawString(this, &numberFont, format, 105, -numberFont.mFont->GetHeight() - 0.5, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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//
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// Weapon
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//
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int wicon = ammo_sprites[p->curr_weapon];
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if (wicon > 0)
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{
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auto img = tileGetTexture(wicon);
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auto scale = img && img->GetDisplayHeight() >= 50 ? 0.25 : 0.5;
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DrawGraphic(img, -57, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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}
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int weapon = p->curr_weapon;
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if (weapon == HANDREMOTE_WEAPON) weapon = HANDBOMB_WEAPON;
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if (p->curr_weapon != KNEE_WEAPON && (!althud_flashing || (int)totalclock & 32 || p->ammo_amount[weapon] > (max_ammo_amount[weapon] / 10)))
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{
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format.Format("%d", p->ammo_amount[weapon]);
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SBar_DrawString(this, &numberFont, format, -22, -numberFont.mFont->GetHeight() - 0.5, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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//
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// Selected inventory item
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//
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unsigned icon = p->inven_icon;
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if (icon > 0)
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{
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int x = 131;
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if (icon < ICON_MAX)
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DrawGraphic(tileGetTexture(item_icons[icon]), x, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, 1, 1);
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int percentv = getinvamount(p);
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format.Format("%3d%%", percentv);
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EColorRange color = percentv > 50 ? CR_GREEN : percentv > 25 ? CR_GOLD : CR_RED;
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SBar_DrawString(this, &indexFont, format, x + 35, -indexFont.mFont->GetHeight() - 0.5, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1);
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auto text = ontext(p);
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if (text.first) SBar_DrawString(this, &miniFont, text.first, x + 35, -miniFont.mFont->GetHeight() - 9.5, DI_TEXT_ALIGN_RIGHT, text.second, 1, 0, 0, 1, 1);
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}
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//
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// keys
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//
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2020-07-02 21:56:22 +00:00
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if (p->got_access & 1) DrawGraphic(tileGetTexture(ACCESSCARD), -29, -30, DI_ITEM_CENTER, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 0));
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if (p->got_access & 4) DrawGraphic(tileGetTexture(ACCESSCARD), -24, -28, DI_ITEM_CENTER, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 23));
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if (p->got_access & 2) DrawGraphic(tileGetTexture(ACCESSCARD), -19, -26, DI_ITEM_CENTER, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 21));
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2020-07-02 18:17:29 +00:00
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}
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//==========================================================================
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//
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// Fullscreen HUD variant #2
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//
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//==========================================================================
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void FullscreenHUD2(DukePlayer_t *p)
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{
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//
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// health
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//
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2020-07-02 21:56:22 +00:00
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DrawGraphic(tileGetTexture(HEALTHBOX), 5, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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2020-07-02 18:17:29 +00:00
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int health = (sprite[p->i].pal == 1 && p->last_extra < 2) ? 1 : p->last_extra;
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FStringf format("%d", health);
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SBar_DrawString(this, &digiFont, format, 19, -digiFont.mFont->GetHeight() * scale - 7, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, scale, scale);
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//
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// ammo
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//
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2020-07-02 21:56:22 +00:00
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DrawGraphic(tileGetTexture(AMMOBOX), 37, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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2020-07-02 18:17:29 +00:00
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int wp = (p->curr_weapon == HANDREMOTE_WEAPON) ? HANDBOMB_WEAPON : p->curr_weapon;
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format.Format("%d", p->ammo_amount[wp]);
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SBar_DrawString(this, &digiFont, format, 53, -digiFont.mFont->GetHeight() * scale - 7, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, scale, scale);
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//
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// inventory
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//
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unsigned icon = p->inven_icon;
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if (icon > 0)
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{
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int x = 73;
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2020-07-02 21:56:22 +00:00
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DrawGraphic(tileGetTexture(INVENTORYBOX), 69, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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2020-07-02 18:17:29 +00:00
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if (icon < ICON_MAX)
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DrawGraphic(tileGetTexture(item_icons[icon]), x, -14, DI_ITEM_LEFT|DI_ITEM_VCENTER, 1, -1, -1, scale, scale);
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int percentv = getinvamount(p);
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format.Format("%3d%%", percentv);
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EColorRange color = percentv > 50 ? CR_GREEN : percentv > 25 ? CR_GOLD : CR_RED;
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SBar_DrawString(this, &indexFont, format, x + 34, -indexFont.mFont->GetHeight() - 5.5, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1);
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auto text = ontext(p);
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if (text.first) SBar_DrawString(this, &miniFont, text.first, x + 34, -miniFont.mFont->GetHeight() - 14.5, DI_TEXT_ALIGN_RIGHT, text.second, 1, 0, 0, 1, 1);
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}
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}
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//==========================================================================
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//
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// Fullscreen HUD drawer
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//
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//==========================================================================
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void DrawHud(int snum, int style)
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{
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auto p = g_player[snum].ps;
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2020-07-02 22:32:10 +00:00
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BeginHUD(320, 200, 1.f, false);
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2020-07-02 18:17:29 +00:00
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if (style == 1)
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{
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DrawInventory(p, 0, -46, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD1(p, snum);
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2020-07-02 21:56:22 +00:00
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PrintLevelStats(tilesiz[BIGALPHANUM].y +10);
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2020-07-02 18:17:29 +00:00
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}
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else if (style == 2)
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{
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DrawInventory(p, (ud.multimode > 1) ? 56 : 65, -28, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD2(p);
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2020-07-02 22:32:10 +00:00
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PrintLevelStats(tilesiz[HEALTHBOX].y + 4);
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2020-07-02 18:17:29 +00:00
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}
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else
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{
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DrawInventory(p, 0, -28, DI_SCREEN_CENTER_BOTTOM);
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2020-07-02 21:56:22 +00:00
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PrintLevelStats(2);
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2020-07-02 18:17:29 +00:00
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}
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}
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//==========================================================================
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//
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// Helper for weapon display
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//
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//==========================================================================
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void DrawWeaponNum(int index, int x, int y, int num1, int num2, int shade, int numdigits)
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{
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/*
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if (VOLUMEONE && (ind > HANDBOMB_WEAPON || ind < 0))
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{
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minitextshade(x + 1, y - 4, "ORDER", 20, 11, 2 + 8 + 16 + ROTATESPRITE_MAX);
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return;
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}
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*/
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FString format;
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if (numdigits == 2)
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{
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if (num1 > 99) num1 = 99;
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if (num2 > 99) num2 = 99;
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format.Format("%2d/%d", num1, num2);
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}
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else
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{
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if (num1 > 999) num1 = 999;
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if (num2 > 999) num2 = 999;
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format.Format("%3d/%d", num1, num2);
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}
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y--;
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DrawGraphic(tileGetTexture(THREEBYFIVE + index), x - 7, y, DI_ITEM_LEFT|DI_ITEM_VCENTER, 1, 0, 0, 1, 1, LightForShade(shade - 10), TRANSLATION(Translation_Remap, 7));
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auto pe = LightForShade(shade);
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DrawGraphic(tileGetTexture(THREEBYFIVE + 10), x - 3, y, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, 0, 0, 1, 1, pe);
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for (size_t i = 0; i < format.Len(); i++)
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{
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if (format[i] != ' ')
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{
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char c = format[i] == '/' ? 11 : format[i] - '0';
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DrawGraphic(tileGetTexture(THREEBYFIVE + c), x + 4 * i, y, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, 0, 0, 1, 1, pe);
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}
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}
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}
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//==========================================================================
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//
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// Weapon display (Duke only)
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//
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//==========================================================================
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void DrawWeaponAmounts(const DukePlayer_t* p, int x, int y)
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{
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int cw = p->curr_weapon;
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auto ShadeForWeapon = [=](int weapon, int optweapon = -1)
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{
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// Headache-inducing math at play here.
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return (((!p->ammo_amount[weapon]) | (!p->gotweapon[weapon])) * 9) + 12 - 18 * ((cw == weapon) || (optweapon != -1 && cw == optweapon));
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};
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DrawWeaponNum(2, x, y, p->ammo_amount[PISTOL_WEAPON], max_ammo_amount[PISTOL_WEAPON], 12 - 20 * (cw == PISTOL_WEAPON), 3);
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DrawWeaponNum(3, x, y + 6, p->ammo_amount[SHOTGUN_WEAPON], max_ammo_amount[SHOTGUN_WEAPON], ShadeForWeapon(SHOTGUN_WEAPON), 3);
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DrawWeaponNum(4, x, y + 12, p->ammo_amount[CHAINGUN_WEAPON], max_ammo_amount[CHAINGUN_WEAPON], ShadeForWeapon(CHAINGUN_WEAPON), 3);
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DrawWeaponNum(5, x + 39, y, p->ammo_amount[RPG_WEAPON], max_ammo_amount[RPG_WEAPON], ShadeForWeapon(RPG_WEAPON), 2);
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DrawWeaponNum(6, x + 39, y + 6, p->ammo_amount[HANDBOMB_WEAPON], max_ammo_amount[HANDBOMB_WEAPON], ShadeForWeapon(HANDBOMB_WEAPON, HANDREMOTE_WEAPON), 2);
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if (p->subweapon & (1 << GROW_WEAPON)) // original code says: if(!p->ammo_amount[SHRINKER_WEAPON] || cw == GROW_WEAPON)
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DrawWeaponNum(7, x + 39, y + 12, p->ammo_amount[GROW_WEAPON], max_ammo_amount[GROW_WEAPON], ShadeForWeapon(GROW_WEAPON), 2);
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else
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DrawWeaponNum(7, x + 39, y + 12, p->ammo_amount[SHRINKER_WEAPON], max_ammo_amount[SHRINKER_WEAPON], ShadeForWeapon(SHRINKER_WEAPON), 2);
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DrawWeaponNum(8, x + 70, y, p->ammo_amount[DEVISTATOR_WEAPON], max_ammo_amount[DEVISTATOR_WEAPON], ShadeForWeapon(DEVISTATOR_WEAPON), 2);
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DrawWeaponNum(9, x + 70, y + 6, p->ammo_amount[TRIPBOMB_WEAPON], max_ammo_amount[TRIPBOMB_WEAPON], ShadeForWeapon(TRIPBOMB_WEAPON), 2);
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DrawWeaponNum(0, x + 70, y + 12, p->ammo_amount[FREEZE_WEAPON], max_ammo_amount[FREEZE_WEAPON], ShadeForWeapon(FREEZE_WEAPON), 2);
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}
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//==========================================================================
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//
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// Status bar drawer
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//
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//==========================================================================
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void Statusbar(int snum)
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{
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auto p = g_player[snum].ps;
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2020-07-06 13:48:51 +00:00
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int h = tilesiz[TILE_BOTTOMSTATUSBAR].y;
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2020-07-02 18:17:29 +00:00
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int top = 200 - h;
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BeginStatusBar(320, 200, h, true);
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DrawInventory(p, 160, 154, 0);
|
2020-07-06 13:48:51 +00:00
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DrawGraphic(tileGetTexture(TILE_BOTTOMSTATUSBAR), 0, top, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1);
|
2020-07-02 18:17:29 +00:00
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FString format;
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|
2020-07-05 22:15:22 +00:00
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|
if (ud.multimode > 1 && !ud.coop)
|
2020-07-02 18:17:29 +00:00
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|
{
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DrawGraphic(tileGetTexture(KILLSICON), 228, top + 8, DI_ITEM_OFFSETS, 1, 0, 0, 1, 1);
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format.Format("%d", max(p->frag - p->fraggedself, 0));
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SBar_DrawString(this, &digiFont, format, 287, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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|
else
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|
|
{
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|
auto key = tileGetTexture(ACCESS_ICON);
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if (p->got_access & 4) DrawGraphic(key, 275, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 23));
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|
if (p->got_access & 2) DrawGraphic(key, 288, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 21));
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|
if (p->got_access & 1) DrawGraphic(key, 281, top + 23, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 0));
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|
}
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|
DrawWeaponAmounts(p, 96, top + 16);
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int num = (sprite[p->i].pal == 1 && p->last_extra < 2) ? 1 : p->last_extra;
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format.Format("%d", num);
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|
SBar_DrawString(this, &digiFont, format, 32, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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|
|
format.Format("%d", GetMoraleOrShield(p, snum));
|
|
|
|
SBar_DrawString(this, &digiFont, format, 64, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
|
|
|
|
|
|
|
|
if (p->curr_weapon != KNEE_WEAPON)
|
|
|
|
{
|
|
|
|
int wep = (p->curr_weapon == HANDREMOTE_WEAPON)? HANDBOMB_WEAPON : p->curr_weapon;
|
|
|
|
format.Format("%d", p->ammo_amount[wep]);
|
|
|
|
SBar_DrawString(this, &digiFont, format, 208, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
int icon = p->inven_icon;
|
|
|
|
if (icon)
|
|
|
|
{
|
|
|
|
int x = 231;
|
|
|
|
if (icon < ICON_MAX)
|
|
|
|
DrawGraphic(tileGetTexture(item_icons[icon]), x, top + 20, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, -1, -1, 1, 1);
|
|
|
|
|
|
|
|
int percentv = getinvamount(p);
|
|
|
|
format.Format("%3d%%", percentv);
|
|
|
|
EColorRange color = percentv > 50 ? CR_GREEN : percentv > 25 ? CR_GOLD : CR_RED;
|
|
|
|
SBar_DrawString(this, &indexFont, format, x + 34, top + 24, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1);
|
|
|
|
|
|
|
|
auto text = ontext(p);
|
|
|
|
if (text.first) SBar_DrawString(this, &miniFont, text.first, x + 34, top + 14, DI_TEXT_ALIGN_RIGHT, text.second, 1, 0, 0, 1, 1);
|
|
|
|
}
|
2020-07-02 21:56:22 +00:00
|
|
|
PrintLevelStats(-1);
|
2020-07-02 18:17:29 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
2020-07-03 08:53:35 +00:00
|
|
|
void PrintLevelName_d(double alpha);
|
|
|
|
|
2020-07-02 18:17:29 +00:00
|
|
|
void drawstatusbar_d(int snum)
|
|
|
|
{
|
|
|
|
DDukeStatusBar dsb;
|
|
|
|
if (ud.screen_size <= 4)
|
|
|
|
{
|
|
|
|
dsb.DrawHud(snum, ud.screen_size < 4 ? 0 : ud.althud ? 1 : 2);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dsb.Statusbar(snum);
|
|
|
|
}
|
2020-07-03 08:53:35 +00:00
|
|
|
|
2020-07-06 01:00:52 +00:00
|
|
|
if (ud.show_level_text && hud_showmapname && levelTextTime > 1 && !M_Active())
|
2020-07-03 08:53:35 +00:00
|
|
|
{
|
|
|
|
double alpha;
|
2020-07-06 01:00:52 +00:00
|
|
|
if (levelTextTime > 16) alpha = 1.;
|
|
|
|
else alpha = (levelTextTime) / 16.;
|
2020-07-03 08:53:35 +00:00
|
|
|
PrintLevelName_d(alpha);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-07-02 18:17:29 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
END_DUKE_NS
|