mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-30 07:50:54 +00:00
- added a GZDoom-style alternative HUD.
So far only implemented for Blood.
This commit is contained in:
parent
a0f18c360a
commit
ff71ab14ce
19 changed files with 1027 additions and 10 deletions
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@ -1003,6 +1003,7 @@ set (PCH_SOURCES
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core/palette.cpp
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core/zcompile.cpp
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core/statusbar2.cpp
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core/shared_hud.cpp
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core/gi.cpp
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core/defparser.cpp
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@ -9,3 +9,4 @@ xx(CreditsMenu)
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xx(MultiMenu)
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xx(RazeStatusBar)
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xx(zoomsize)
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xx(AltHud)
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197
source/core/shared_hud.cpp
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197
source/core/shared_hud.cpp
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@ -0,0 +1,197 @@
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/*
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** Enhanced heads up 'overlay' for fullscreen
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "v_video.h"
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#include "gi.h"
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#include "filesystem.h"
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#include "sc_man.h"
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#include "d_net.h"
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#include "cmdlib.h"
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#include "vm.h"
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#include "v_draw.h"
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#include "printf.h"
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#include "v_font.h"
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#include "mapinfo.h"
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#include "base_sbar.h"
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#include <time.h>
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CVAR(Int,hud_althudscale, 0, CVAR_ARCHIVE) // Scale the hud to 640x400?
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CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
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CVAR(Int, am_showtotaltime, 0, CVAR_ARCHIVE); // Show time on automap
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CVAR(Int, am_showtime, 0, CVAR_ARCHIVE); // Show time on automap
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// These are intentionally not the same as in the automap!
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CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
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CVAR (Bool, hud_showkills, true,CVAR_ARCHIVE); // Show monster stats on HUD
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CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
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CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
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CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected
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CVAR (Int , hud_showammo, 2, CVAR_ARCHIVE); // Show ammo collected
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CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
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CVAR (Int , hud_showtimestat, 0, CVAR_ARCHIVE); // Show time on HUD as statistics widget
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CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
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CVAR (Int, hud_ammo_order, 0, CVAR_ARCHIVE); // ammo image and text order
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CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
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CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
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CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
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CVAR (Int, hud_health_yellow, 50, CVAR_ARCHIVE) // health amount less than which status is yellow
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CVAR (Int, hud_health_green, 100, CVAR_ARCHIVE) // health amount above is blue, below is green
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CVAR (Int, hud_armor_red, 25, CVAR_ARCHIVE) // armor amount less than which status is red
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CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than which status is yellow
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CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
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CVAR (Bool, hud_berserk_health, true, CVAR_ARCHIVE); // when found berserk pack instead of health box
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CVAR (Bool, hud_showangles, false, CVAR_ARCHIVE) // show player's pitch, yaw, roll
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CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
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CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
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CVAR (Int, hudcolor_ltim, CR_ORANGE, CVAR_ARCHIVE) // color of single level time
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CVAR (Int, hudcolor_ttim, CR_GOLD, CVAR_ARCHIVE) // color of total time
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CVAR (Int, hudcolor_xyco, CR_GREEN, CVAR_ARCHIVE) // color of coordinates
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CVAR (Int, hudcolor_statnames, CR_RED, CVAR_ARCHIVE) // For the letters before the stats
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CVAR (Int, hudcolor_stats, CR_GREEN, CVAR_ARCHIVE) // For the stats values themselves
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CVAR(Bool, map_point_coordinates, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // show player or map coordinates?
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DObject* AltHud;
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extern DStatusBarCore* StatusBar;
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//---------------------------------------------------------------------------
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//
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// Create Alternative HUD
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//
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//---------------------------------------------------------------------------
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/*
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CUSTOM_CVAR(Bool, hud_althud_forceinternal, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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CreateAltHUD();
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}
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*/
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static DObject* DoCreateAltHUD(const FName classname)
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{
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if (classname == NAME_None)
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return nullptr;
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const auto cls = PClass::FindClass(classname);
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if (!cls)
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{
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Printf(TEXTCOLOR_RED "Unknown alternative HUD class \"%s\"\n", classname.GetChars());
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return nullptr;
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}
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if (!cls->IsDescendantOf(NAME_AltHud))
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{
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Printf(TEXTCOLOR_RED "Alternative HUD class \"%s\" is not derived from AltHud\n", classname.GetChars());
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return nullptr;
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}
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const auto althud = cls->CreateNew();
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IFVIRTUALPTRNAME(althud, NAME_AltHud, Init)
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{
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VMValue params[] = { althud };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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return althud;
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}
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void CreateAltHUD()
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{
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if (AltHud)
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{
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GC::DelSoftRoot(AltHud);
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AltHud->Destroy();
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AltHud = nullptr;
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}
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/*
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if (!hud_althud_forceinternal)
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AltHud = DoCreateAltHUD(gameinfo.althudclass);
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*/
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if (!AltHud)
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AltHud = DoCreateAltHUD(NAME_AltHud);
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assert(AltHud);
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GC::AddSoftRoot(AltHud);
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}
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//---------------------------------------------------------------------------
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//
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// draw the HUD
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//
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//---------------------------------------------------------------------------
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EXTERN_CVAR(Bool, hud_aspectscale)
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//EXTERN_CVAR(Bool, hud_oldscale)
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EXTERN_CVAR(Float, hud_scalefactor)
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void DrawAltHUD(SummaryInfo *info)
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{
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int hudwidth;
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int hudheight;
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if (!AltHud) CreateAltHUD();
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/*
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if (hud_oldscale)
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{
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int scale = GetUIScale(twod, hud_althudscale);
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hudwidth = twod->GetWidth() / scale;
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hudheight = twod->GetHeight() / scale;
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}
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else
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*/
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{
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hudwidth = int(640 / hud_scalefactor);
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hudheight = hudwidth * twod->GetHeight() / twod->GetWidth();
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}
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if (hud_aspectscale) hudheight = hudheight * 5 / 6;
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IFVIRTUALPTRNAME(AltHud, NAME_AltHud, Draw)
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{
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VMValue params[] = { AltHud, StatusBar, info, hudwidth, hudheight };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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@ -73,6 +73,7 @@ EXTERN_CVAR (Bool, am_showtotaltime)
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EXTERN_CVAR (Bool, noisedebug)
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EXTERN_CVAR(Bool, vid_fps)
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EXTERN_CVAR(Bool, inter_subtitles)
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EXTERN_CVAR(Bool, hud_althud)
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extern int setblocks;
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@ -181,8 +182,15 @@ void drawMapTitle()
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}
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}
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void DrawAltHUD(SummaryInfo* info);
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void UpdateStatusBar(SummaryInfo* info)
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{
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if (hud_althud)
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{
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DrawAltHUD(info);
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return;
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}
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IFVIRTUALPTRNAME(StatusBar, NAME_RazeStatusBar, UpdateStatusBar)
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{
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VMValue params[] = { StatusBar, info };
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@ -147,7 +147,7 @@ void SetArmor(PLAYER* pPlayer, bool stat)
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void SetKeys(PLAYER* pPlayer, bool stat)
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{
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for (int i = 1; i <= 6; i++)
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for (int i = 1; i <= 7; i++)
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pPlayer->hasKey[i] = stat;
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if (stat)
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viewSetMessage(GStrings("TXTB_ALLKEYS"));
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@ -382,3 +382,16 @@ digifont
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"-}" #04573
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}
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hudfont_blood
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{
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0 #09220
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1 #09221
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2 #09222
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3 #09223
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4 #09224
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5 #09225
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6 #09226
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7 #09227
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8 #09228
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9 #09229
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}
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BIN
wadsrc/static/fonts/indexfont/0030.png
Normal file
BIN
wadsrc/static/fonts/indexfont/0030.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 230 B |
2
wadsrc/static/fonts/indexfont/font.inf
Normal file
2
wadsrc/static/fonts/indexfont/font.inf
Normal file
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@ -0,0 +1,2 @@
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CellSize 4, 6 // This implies font sheets
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BIN
wadsrc/static/graphics/invgeml1.png
Normal file
BIN
wadsrc/static/graphics/invgeml1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 249 B |
BIN
wadsrc/static/graphics/invgeml2.png
Normal file
BIN
wadsrc/static/graphics/invgeml2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 251 B |
BIN
wadsrc/static/graphics/invgemr1.png
Normal file
BIN
wadsrc/static/graphics/invgemr1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 245 B |
BIN
wadsrc/static/graphics/invgemr2.png
Normal file
BIN
wadsrc/static/graphics/invgemr2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 247 B |
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@ -35,6 +35,7 @@ version "4.9"
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#include "zscript/usermapmenu.zs"
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#include "zscript/maptypes.zs"
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#include "zscript/coreactor.zs"
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#include "zscript/alt_hud.zs"
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#include "zscript/games/duke/dukeactor.zs"
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#include "zscript/games/blood/bloodactor.zs"
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#include "zscript/games/sw/swactor.zs"
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672
wadsrc/static/zscript/alt_hud.zs
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672
wadsrc/static/zscript/alt_hud.zs
Normal file
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@ -0,0 +1,672 @@
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/*
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** Enhanced heads up 'overlay' for fullscreen
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
|
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** are met:
|
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**
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** 1. Redistributions of source code must retain the above copyright
|
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** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
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** documentation and/or other materials provided with the distribution.
|
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** 3. The name of the author may not be used to endorse or promote products
|
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** derived from this software without specific prior written permission.
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**
|
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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struct HudStats
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{
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String healthicon;
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int healthtranslation;
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int healthvalue;
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Array<String> armoricons;
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Array<int> armortranslations;
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Array<int> armorvalues;
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Array<String> weaponicons;
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Array<int> weapontranslations;
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int weaponselect;
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Array<String> ammoicons;
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Array<int> ammotranslations;
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Array<int> ammovalues;
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Array<int> ammomaxvalues;
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Array<int> ammoaltvalues;
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int ammoselect;
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Array<String> keyicons;
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Array<int> keytranslations;
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Array<String> inventoryicons;
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Array<int> inventoryamounts; // negative values can be used for special states (-1: "ON", -2: "OFF", -3: "AUTO")
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int inventoryselect;
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StatsPrintInfo info;
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void Clear()
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{
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healthicon = "";
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healthvalue = 0;
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healthtranslation = 0;
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armoricons.Clear();
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armortranslations.Clear();
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armorvalues.Clear();
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ammoicons.Clear();
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ammotranslations.Clear();
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ammovalues.Clear();
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ammomaxvalues.Clear();
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ammoaltvalues.Clear();
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weaponicons.Clear();
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weapontranslations.Clear();
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keyicons.Clear();
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keytranslations.Clear();
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inventoryicons.Clear();
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inventoryamounts.Clear();
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}
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};
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class AltHud ui
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{
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TextureID invgem_left, invgem_right;
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int hudwidth, hudheight;
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int statspace;
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Font HudFont; // The font for the health and armor display
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Font IndexFont; // The font for the inventory indices
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Font StatFont;
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const POWERUPICONSIZE = 32;
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HudStats currentStats; // must be filled in by the status bar.
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virtual void Init()
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{
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HudFont = BigFont; // Strife doesn't have anything nice so use the standard font
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if (Raze.isBlood()) HudFont = Font.GetFont("HUDFONT_BLOOD");
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IndexFont = Font.GetFont("INDEXFONT");
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if (IndexFont == NULL) IndexFont = ConFont; // Emergency fallback
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if (!Raze.isNamWW2GI())
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StatFont = SmallFont;
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else
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StatFont = ConFont;
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invgem_left = TexMan.CheckForTexture("INVGEML1", TexMan.Type_MiscPatch);
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invgem_right = TexMan.CheckForTexture("INVGEMR1", TexMan.Type_MiscPatch);
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statspace = StatFont.StringWidth("Ac:");
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}
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//---------------------------------------------------------------------------
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//
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// Draws an image into a box with its bottom center at the bottom
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// center of the box. The image is scaled down if it doesn't fit
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//
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//---------------------------------------------------------------------------
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void DrawImageToBox(TextureID tex, int x, int y, int w, int h, double trans = 0.75, bool animate = false)
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{
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double scale1, scale2;
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if (tex)
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{
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let texsize = TexMan.GetScaledSize(tex);
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if (w < texsize.X) scale1 = w / texsize.X;
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else scale1 = 1.0;
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if (h < texsize.Y) scale2 = h / texsize.Y;
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else scale2 = 1.0;
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scale1 = min(scale1, scale2);
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if (scale2 < scale1) scale1=scale2;
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x += w >> 1;
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y += h;
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w = (int)(texsize.X * scale1);
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h = (int)(texsize.Y * scale1);
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screen.DrawTexture(tex, animate, x, y,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a text but uses a fixed width for all characters
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//
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//---------------------------------------------------------------------------
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void DrawHudText(Font fnt, int color, String text, int x, int y, double trans = 0.75)
|
||||
{
|
||||
int zerowidth = fnt.GetCharWidth("0");
|
||||
screen.DrawText(fnt, color, x, y-fnt.GetHeight(), text, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight,
|
||||
DTA_KeepRatio, true, DTA_Alpha, trans, DTA_Monospace, MONO_CellCenter, DTA_Spacing, zerowidth);
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draws a number with a fixed width for all digits
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DrawHudNumber(Font fnt, int color, int num, int x, int y, double trans = 0.75)
|
||||
{
|
||||
DrawHudText(fnt, color, String.Format("%d", num), x, y, trans);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draws a time string as hh:mm:ss
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual void DrawTimeString(Font fnt, int color, int seconds, int x, int y, double trans = 0.75)
|
||||
{
|
||||
String s = String.Format("%02i:%02i:%02i", seconds / 3600, (seconds % 3600) / 60, seconds % 60);
|
||||
int length = 8 * fnt.GetCharWidth("0");
|
||||
DrawHudText(fnt, color, s, x-length, y, trans);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// draw the status (number of kills etc)
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void DrawStatLine(int x, in out int y, String prefix, String text)
|
||||
{
|
||||
y -= StatFont.GetHeight()-1;
|
||||
screen.DrawText(StatFont, Font.CR_UNTRANSLATED, x, y, prefix,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
|
||||
|
||||
screen.DrawText(StatFont, Font.CR_UNTRANSLATED, x+statspace, y, text,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
|
||||
}
|
||||
|
||||
virtual void DrawStatus(SummaryInfo stats, int x, int y)
|
||||
{
|
||||
//if (!deathmatch)
|
||||
{
|
||||
if (hud_showsecrets && stats.maxsecrets > 0)
|
||||
{
|
||||
String prefix = String.Format("%sS:", currentStats.info.letterColor);
|
||||
String text = String.Format("%s%d/%d", stats.secrets >= stats.maxsecrets ? currentStats.info.completeColor : currentStats.info.standardColor, stats.secrets, stats.maxsecrets);
|
||||
if (stats.supersecrets > 0) text.AppendFormat("+%d", stats.supersecrets);
|
||||
|
||||
DrawStatLine(x, y, prefix, text);
|
||||
}
|
||||
|
||||
if (hud_showkills && stats.maxkills != -1)
|
||||
{
|
||||
String prefix;
|
||||
String text;
|
||||
|
||||
if (stats.maxkills == -3) prefix = String.Format("%sF:", currentStats.info.letterColor);
|
||||
else prefix = String.Format("%sK:", currentStats.info.letterColor);
|
||||
|
||||
if (stats.maxkills == -3) text = String.Format("%s%d", currentStats.info.standardColor, stats.kills);
|
||||
else if (stats.maxkills == -2) text = String.Format("%s%d", currentStats.info.standardColor, stats.kills);
|
||||
else text = String.Format("%s%d/%d", stats.kills == stats.maxkills ? currentStats.info.completeColor : currentStats.info.standardColor, stats.kills, stats.maxkills);
|
||||
|
||||
DrawStatLine(x, y, prefix, text);
|
||||
}
|
||||
|
||||
if (hud_showtimestat)
|
||||
{
|
||||
String prefix = String.Format("%sT:", currentStats.info.letterColor);
|
||||
String text;
|
||||
let seconds = stats.time / 1000;
|
||||
|
||||
if (seconds >= 3600)
|
||||
text = String.Format("%s%02i:%02i:%02i", currentStats.info.standardColor, seconds / 3600, (seconds % 3600) / 60, seconds % 60);
|
||||
else
|
||||
text = String.Format("%s%02i:%02i", currentStats.info.standardColor, seconds / 60, seconds % 60);
|
||||
DrawStatLine(x, y, prefix, text);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// draw health
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void DrawHealth(int x, int y)
|
||||
{
|
||||
int health = currentStats.healthvalue;
|
||||
|
||||
// decide on the color first
|
||||
int fontcolor =
|
||||
health < hud_health_red ? Font.CR_RED :
|
||||
health < hud_health_yellow ? Font.CR_GOLD :
|
||||
health <= hud_health_green ? Font.CR_GREEN :
|
||||
Font.CR_BLUE;
|
||||
|
||||
DrawImageToBox(TexMan.CheckForTexture(currentStats.healthicon), x, y, 31, 17, 0.75, true);
|
||||
DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Draw Armor.
|
||||
// very similar to drawhealth, but adapted to handle Hexen armor too
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void DrawArmor(int xx, int y)
|
||||
{
|
||||
// Todo: need to figure out how to display Blood's 3 armors without blowing the layout
|
||||
|
||||
int x = xx;
|
||||
for(int i = 0; i < currentStats.armoricons.Size(); i++)
|
||||
{
|
||||
int ap = currentStats.armorvalues[i];
|
||||
|
||||
if (ap)
|
||||
{
|
||||
// decide on color
|
||||
int fontcolor =
|
||||
ap < hud_armor_red ? Font.CR_RED :
|
||||
ap < hud_armor_yellow ? Font.CR_GOLD :
|
||||
ap <= hud_armor_green ? Font.CR_GREEN :
|
||||
Font.CR_BLUE;
|
||||
|
||||
DrawImageToBox(TexMan.CheckForTexture(currentStats.armoricons[i]), x, y, 31, 17, 0.75, true);
|
||||
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
|
||||
x += 60;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// KEYS
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draw one key
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual bool DrawOneKey(int x, int y, int keyindex)
|
||||
{
|
||||
TextureID icon = TexMan.CheckForTexture(currentstats.keyicons[keyindex]);
|
||||
|
||||
if (icon.isValid())
|
||||
{
|
||||
DrawImageToBox(icon, x, y, 8, 10);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draw all keys
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual int DrawKeys(int x, int y)
|
||||
{
|
||||
int yo = y;
|
||||
int xo = x;
|
||||
int i;
|
||||
int c = 0;
|
||||
|
||||
// Go through the list in reverse order of definition, because we start at the right.
|
||||
for(int i = currentStats.keyicons.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (DrawOneKey(x - 9, y, i))
|
||||
{
|
||||
x -= 9;
|
||||
if (++c >= 10)
|
||||
{
|
||||
x = xo;
|
||||
y -= 11;
|
||||
c = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (x == xo && y != yo) y += 11; // undo the last wrap if the current line is empty.
|
||||
return y - 11;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Drawing Ammo helpers
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static int GetDigitCount(int value)
|
||||
{
|
||||
int digits = 0;
|
||||
|
||||
do
|
||||
{
|
||||
value /= 10;
|
||||
++digits;
|
||||
}
|
||||
while (0 != value);
|
||||
|
||||
return digits;
|
||||
}
|
||||
|
||||
int, int GetAmmoTextLengths()
|
||||
{
|
||||
int tammomax = 0, tammocur = 0;
|
||||
for(int i = 0; i < currentStats.ammovalues.Size(); i++)
|
||||
{
|
||||
int ammomax = currentstats.ammomaxvalues[i], ammocur = currentstats.ammovalues[i];
|
||||
tammocur = MAX(ammocur, tammocur);
|
||||
tammomax = MAX(ammomax, tammomax);
|
||||
}
|
||||
return GetDigitCount(tammocur), GetDigitCount(tammomax);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Drawing Ammo
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual int DrawAmmo(int x, int y)
|
||||
{
|
||||
int ammocurlen = 0;
|
||||
int ammomaxlen = 0;
|
||||
[ammocurlen, ammomaxlen] = GetAmmoTextLengths();
|
||||
|
||||
String buf = String.Format("%0*d/%0*d", ammocurlen, 0, ammomaxlen, 0);
|
||||
int def_width = ConFont.StringWidth(buf);
|
||||
int yadd = ConFont.GetHeight();
|
||||
|
||||
int xtext = x - def_width;
|
||||
int ximage = x;
|
||||
|
||||
if (hud_ammo_order > 0)
|
||||
{
|
||||
xtext -= 24;
|
||||
ximage -= 20;
|
||||
}
|
||||
else
|
||||
{
|
||||
ximage -= def_width + 20;
|
||||
}
|
||||
|
||||
|
||||
// Go through the list in reverse order of definition, because we start at the right.
|
||||
for(int i = currentStats.ammoicons.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
int curammo = currentStats.ammovalues[i];
|
||||
int maxammo = currentStats.ammomaxvalues[i];
|
||||
|
||||
double trans= i == currentstats.ammoselect ? 0.75 : 0.375;
|
||||
|
||||
// buf = String.Format("%d/%d", ammo, maxammo);
|
||||
buf = String.Format("%*d/%*d", ammocurlen, curammo, ammomaxlen, maxammo);
|
||||
|
||||
int tex_width= clamp(ConFont.StringWidth(buf) - def_width, 0, 1000);
|
||||
|
||||
int fontcolor=( !maxammo ? Font.CR_GRAY :
|
||||
curammo < ( (maxammo * hud_ammo_red) / 100) ? Font.CR_RED :
|
||||
curammo < ( (maxammo * hud_ammo_yellow) / 100) ? Font.CR_GOLD : Font.CR_GREEN );
|
||||
|
||||
DrawHudText(ConFont, fontcolor, buf, xtext-tex_width, y+yadd, trans);
|
||||
DrawImageToBox(TexMan.CheckForTexture(currentStats.ammoicons[i]), ximage, y, 16, 8, trans);
|
||||
y-=10;
|
||||
}
|
||||
return y;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Drawing weapons
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual void DrawOneWeapon(int x, in out int y, int weapon)
|
||||
{
|
||||
double trans = weapon == currentstats.weaponselect? 0.85 : 0.4;
|
||||
|
||||
TextureID picnum = TexMan.CheckForTexture(currentstats.weaponicons[weapon]);
|
||||
|
||||
if (picnum.isValid())
|
||||
{
|
||||
// don't draw tall sprites too small.
|
||||
int w, h;
|
||||
[w, h] = TexMan.GetSize(picnum);
|
||||
int rh;
|
||||
if (w > h) rh = 8;
|
||||
else
|
||||
{
|
||||
rh = 16;
|
||||
y -= 8;
|
||||
}
|
||||
DrawImageToBox(picnum, x-24, y, 20, rh, trans);
|
||||
y-=10;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
virtual void DrawWeapons(int x, int y)
|
||||
{
|
||||
// Go through the list in reverse order of definition, because we start at the right.
|
||||
for(int i = currentStats.weaponicons.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
DrawOneWeapon(x, y, i);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Draw the Inventory
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual void DrawInventory(int x,int y)
|
||||
{
|
||||
int numitems = (hudwidth - 2*x) / 32;
|
||||
int i;
|
||||
|
||||
int item = 0;//StatusBar.ValidateInvFirst(numitems);
|
||||
if(item != 0)
|
||||
{
|
||||
screen.DrawTexture(invgem_left, true, x-10, y,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4);
|
||||
}
|
||||
|
||||
int itemcount = currentstats.inventoryicons.Size();
|
||||
for(i = 0; i < itemcount;)
|
||||
{
|
||||
int amount = currentstats.inventoryamounts[i];
|
||||
double trans = i == currentstats.inventoryselect ? 1.0 : 0.4;
|
||||
|
||||
DrawImageToBox(TexMan.CheckForTexture(currentstats.inventoryicons[i]), x, y, 19, 25, trans, true);
|
||||
if (amount > 0)
|
||||
{
|
||||
String buffer = String.Format("%d", amount);
|
||||
|
||||
int xx = amount >= 100? 18 : 22;
|
||||
screen.DrawText(IndexFont, Font.CR_GOLD, x+xx, y+20, buffer,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans);
|
||||
}
|
||||
|
||||
x+=32;
|
||||
i++;
|
||||
if (item + i == numitems) break;
|
||||
}
|
||||
if(i < itemcount)
|
||||
{
|
||||
screen.DrawTexture(invgem_right, true, x-10, y,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC DrawCoordinates
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void DrawCoordinateEntry(int xpos, int ypos, String coordstr)
|
||||
{
|
||||
screen.DrawText(StatFont, hudcolor_xyco, xpos, ypos, coordstr,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
||||
}
|
||||
|
||||
virtual void DrawCoordinates(bool withmapname)
|
||||
{
|
||||
/* todo when everything else works.
|
||||
Vector3 pos = (0, 0, 0);
|
||||
String coordstr;
|
||||
int h = StatFont.GetHeight();
|
||||
|
||||
|
||||
int xpos = hudwidth - StatFont.StringWidth("X: -00000")-6;
|
||||
int ypos = 18;
|
||||
|
||||
if (withmapname)
|
||||
{
|
||||
let font = generic_ui? NewSmallFont : StatFont.CanPrint(Level.LevelName)? StatFont : OriginalSmallFont;
|
||||
int hh = font.GetHeight();
|
||||
|
||||
screen.DrawText(font, hudcolor_titl, hudwidth - 6 - font.StringWidth(Level.MapName), ypos, Level.MapName,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
||||
|
||||
screen.DrawText(font, hudcolor_titl, hudwidth - 6 - font.StringWidth(Level.LevelName), ypos + hh, Level.LevelName,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
||||
|
||||
ypos += 2 * hh + h;
|
||||
}
|
||||
|
||||
DrawCoordinateEntry(xpos, ypos, String.Format("X: %.0f", pos.X));
|
||||
ypos += h;
|
||||
DrawCoordinateEntry(xpos, ypos, String.Format("Y: %.0f", pos.Y));
|
||||
ypos += h;
|
||||
DrawCoordinateEntry(xpos, ypos, String.Format("Z: %.0f", pos.Z));
|
||||
ypos += h;
|
||||
|
||||
if (hud_showangles)
|
||||
{
|
||||
DrawCoordinateEntry(xpos, ypos, String.Format("Y: %.0f", Actor.Normalize180(mo.Angle)));
|
||||
ypos += h;
|
||||
DrawCoordinateEntry(xpos, ypos, String.Format("P: %.0f", Actor.Normalize180(mo.Pitch)));
|
||||
ypos += h;
|
||||
DrawCoordinateEntry(xpos, ypos, String.Format("R: %.0f", Actor.Normalize180(mo.Roll)));
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// main drawer
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual void DrawInGame(SummaryInfo summary)
|
||||
{
|
||||
// No HUD in the title level!
|
||||
if (gamestate == GS_TITLELEVEL) return;
|
||||
|
||||
DrawStatus(summary, 5, hudheight-50);
|
||||
DrawHealth(5, hudheight - 45);
|
||||
DrawArmor(5, hudheight-20);
|
||||
|
||||
int y = DrawKeys(hudwidth-4, hudheight-10);
|
||||
y = DrawAmmo(hudwidth-5, y);
|
||||
if (hud_showweapons) DrawWeapons(hudwidth - 5, y);
|
||||
DrawInventory(200, hudheight - 28);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// automap drawer
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual void DrawAutomap(SummaryInfo summary)
|
||||
{
|
||||
let font = generic_ui? NewSmallFont : StatFont;
|
||||
|
||||
int fonth = font.GetHeight() + 1;
|
||||
int bottom = hudheight - 1;
|
||||
|
||||
/*
|
||||
if (am_showtotaltime)
|
||||
{
|
||||
DrawTimeString(font, hudcolor_ttim, curentstats.totaltime / 1000, hudwidth-2, bottom, 1);
|
||||
bottom -= fonth;
|
||||
}
|
||||
*/
|
||||
|
||||
if (am_showtime)
|
||||
{
|
||||
let seconds = summary.time / 1000;
|
||||
DrawTimeString(font, hudcolor_ltim, seconds, hudwidth-2, bottom, 1);
|
||||
}
|
||||
let lev = currentlevel;
|
||||
let amstr = String.Format("%s: \034%c%s", lev.GetLabelName(), hudcolor_titl + 65, lev.DisplayName());
|
||||
|
||||
font = generic_ui? NewSmallFont : StatFont.CanPrint(amstr)? StatFont : OriginalSmallFont;
|
||||
|
||||
screen.DrawText(font, Font.CR_BRICK, 2, hudheight - fonth - 1, amstr,
|
||||
DTA_KeepRatio, true,
|
||||
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// main drawer
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
virtual void Draw(RazeStatusBar stbar, SummaryInfo summary, int w, int h)
|
||||
{
|
||||
hudwidth = w;
|
||||
hudheight = h;
|
||||
stbar.GetAllStats(currentStats);
|
||||
if (automapMode != am_full)
|
||||
{
|
||||
DrawInGame(summary);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawAutomap(summary);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -23,6 +23,26 @@ struct Blood native
|
|||
kMaxPowerUps = 51,
|
||||
};
|
||||
|
||||
enum EWeapon
|
||||
{
|
||||
kWeapNone = 0,
|
||||
kWeapPitchFork = 1,
|
||||
kWeapFlareGun = 2,
|
||||
kWeapShotgun = 3,
|
||||
kWeapTommyGun = 4,
|
||||
kWeapNapalm = 5,
|
||||
kWeapDynamite = 6,
|
||||
kWeapSpraycan = 7,
|
||||
kWeapTeslaCannon = 8,
|
||||
kWeapLifeLeech = 9,
|
||||
kWeapVoodooDoll = 10,
|
||||
kWeapProximity = 11,
|
||||
kWeapRemote = 12,
|
||||
kWeapBeast = 13,
|
||||
kWeapMax = 14,
|
||||
};
|
||||
|
||||
|
||||
native static void PlayIntroMusic();
|
||||
native static bool OriginalLoadScreen(); // doing it generically would necessitate exporting the tile manage which we do not want.
|
||||
native static void sndStartSample(int resid, int volume, int channel, bool loop = false, int chanflags = 0);
|
||||
|
|
|
@ -24,12 +24,15 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
class BloodStatusBar : RazeStatusBar
|
||||
{
|
||||
static const String gAmmoIcons[] = { "", "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6", "AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
|
||||
static const String gPackIcons[] = { "PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5" };
|
||||
static const String packIcons2[] = { "Pack2Icon1", "Pack2Icon2", "Pack2Icon3", "Pack2Icon4", "Pack2Icon5" };
|
||||
|
||||
HUDFont smallf, tinyf;
|
||||
int team_score[2], team_ticker[2]; // placeholders for MP display
|
||||
bool gBlueFlagDropped, gRedFlagDropped; // also placeholders until we know where MP will go.
|
||||
|
||||
|
||||
override void Init()
|
||||
{
|
||||
smallf = HUDFont.Create(SmallFont, 0, Mono_Off, 0, 0);
|
||||
|
@ -282,7 +285,6 @@ class BloodStatusBar : RazeStatusBar
|
|||
|
||||
void DrawPackItemInStatusBar2(BloodPlayer pPlayer, int x, int y, int x2, int y2, double nScale)
|
||||
{
|
||||
static const String packIcons2[] = { "Pack2Icon1", "Pack2Icon2", "Pack2Icon3", "Pack2Icon4", "Pack2Icon5" };
|
||||
static const float packScale[] = { 0.5f, 0.3f, 0.6f, 0.5f, 0.4f };
|
||||
static const int packYoffs[] = { 0, 0, 0, -4, 0 };
|
||||
|
||||
|
@ -630,9 +632,6 @@ class BloodStatusBar : RazeStatusBar
|
|||
|
||||
int DrawHUD2(BloodPlayer pPlayer)
|
||||
{
|
||||
static const String ammoIcons[] = { "", "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6",
|
||||
"AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" };
|
||||
|
||||
static const float ammoScale[] = { 0, 0.5f, 0.8f, 0.7f, 0.5f, 0.7f, 0.5f, 0.3f, 0.3f, 0.6f, 0.5f, 0.45f };
|
||||
static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 };
|
||||
|
||||
|
@ -663,10 +662,10 @@ class BloodStatusBar : RazeStatusBar
|
|||
int num = pPlayer.ammoCount[pPlayer.weaponAmmo];
|
||||
if (pPlayer.weaponAmmo == 6)
|
||||
num /= 10;
|
||||
if (ammoIcons[pPlayer.weaponAmmo])
|
||||
if (gAmmoIcons[pPlayer.weaponAmmo])
|
||||
{
|
||||
let scale = ammoScale[pPlayer.weaponAmmo];
|
||||
DrawImage(ammoIcons[pPlayer.weaponAmmo], (304 - 320, -8 + ammoYoffs[pPlayer.weaponAmmo]), DI_ITEM_RELCENTER, scale:(scale, scale));
|
||||
DrawImage(gAmmoIcons[pPlayer.weaponAmmo], (304 - 320, -8 + ammoYoffs[pPlayer.weaponAmmo]), DI_ITEM_RELCENTER, scale:(scale, scale));
|
||||
}
|
||||
|
||||
bool reloadableWeapon = pPlayer.curWeapon == 3 && !pPlayer.powerupCheck(Blood.kPwUpTwoGuns);
|
||||
|
@ -684,12 +683,14 @@ class BloodStatusBar : RazeStatusBar
|
|||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
int k7 = pPlayer.hasKey[7]? -10 : 0;
|
||||
|
||||
for (int i = 0; i < 7; i++)
|
||||
{
|
||||
if (pPlayer.hasKey[i + 1])
|
||||
{
|
||||
let tile = String.Format("HUDKEYICON%d", i + 1);
|
||||
DrawImage(tile, (-60 + 10 * i, 170 - 200), DI_ITEM_RELCENTER, scale:(0.25, 0.25));
|
||||
DrawImage(tile, (-60 + 10 * i + k7, 170 - 200), DI_ITEM_RELCENTER, scale:(0.25, 0.25));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -752,5 +753,94 @@ class BloodStatusBar : RazeStatusBar
|
|||
|
||||
drawMultiHUD(pPlayer, nGameType);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
override void GetAllStats(HudStats stats)
|
||||
{
|
||||
stats.Clear();
|
||||
stats.info.fontscale = 1.;
|
||||
stats.info.screenbottomspace = 200;
|
||||
stats.info.letterColor = TEXTCOLOR_DARKRED;
|
||||
stats.info.standardColor = TEXTCOLOR_DARKGRAY;
|
||||
stats.info.statfont = SmallFont;
|
||||
stats.info.completeColor = TEXTCOLOR_DARKGREEN;
|
||||
stats.info.spacing = SmallFont.GetHeight() + 2;
|
||||
|
||||
let pPlayer = Blood.GetViewPlayer();
|
||||
stats.healthicon = "HealthIcon";
|
||||
stats.healthvalue = pPlayer.GetHealth() >> 4;
|
||||
|
||||
if (pPlayer.armor[1])
|
||||
{
|
||||
stats.armoricons.Push("Armor1Icon");
|
||||
stats.armorvalues.Push(pPlayer.armor[1] >> 4);
|
||||
}
|
||||
if (pPlayer.armor[0])
|
||||
{
|
||||
stats.armoricons.Push("Armor3Icon");
|
||||
stats.armorvalues.Push(pPlayer.armor[0] >> 4);
|
||||
}
|
||||
if (pPlayer.armor[2])
|
||||
{
|
||||
stats.armoricons.Push("Armor2Icon");
|
||||
stats.armorvalues.Push(pPlayer.armor[2] >> 4);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 7; i++)
|
||||
{
|
||||
if (pPlayer.hasKey[i + 1])
|
||||
{
|
||||
stats.keyicons.Push(String.Format("HUDKEYICON%d", i + 1));
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
if (i == pPlayer.packItemId) stats.inventoryselect = stats.inventoryicons.Size();
|
||||
stats.inventoryicons.Push(packIcons2[i]);
|
||||
stats.inventoryamounts.Push(pPlayer.packSlots[i].curAmount);
|
||||
}
|
||||
|
||||
// only show those weapons which are not their same ammo.
|
||||
static const String weaponIcons[] = { "", "" /* pitchfork */, "#00524", "#00559", "#00558", "", "", "#00539", "#00800", "", "", "" };
|
||||
|
||||
for(int i = 0; i < 11; i++)
|
||||
{
|
||||
int weaponnum = i + 1;
|
||||
if (pPlayer.hasweapon[weaponnum] && weaponIcons[weaponnum] != "")
|
||||
{
|
||||
if (pPlayer.curweapon == weaponnum)
|
||||
{
|
||||
stats.weaponselect = stats.weaponicons.Size();
|
||||
}
|
||||
stats.weaponicons.Push(weaponIcons[weaponnum]);
|
||||
}
|
||||
}
|
||||
|
||||
static const int ammoOrder[] = { 1, 2, 3, 4, 5, 10, 11, 6, 7, 8, 9 };
|
||||
static const int maxammocount[] = { 0, 100, 100, 500, 100, 50, 288, 250, 100, 100, 50, 50 };
|
||||
|
||||
for(int i = 0; i < 11; i++)
|
||||
{
|
||||
int ammonum = ammoorder[i];
|
||||
if (pPlayer.weaponammo == ammonum)
|
||||
{
|
||||
stats.ammoselect = stats.ammoicons.Size();
|
||||
}
|
||||
stats.ammoicons.Push(gAmmoIcons[ammonum]);
|
||||
int num = pPlayer.ammoCount[ammonum];
|
||||
if (ammonum == 6)
|
||||
num /= 10;
|
||||
stats.ammovalues.Push(num);
|
||||
stats.ammomaxvalues.Push(maxammocount[ammonum]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -207,4 +207,5 @@ class DukeCommonStatusBar : RazeStatusBar
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -220,4 +220,15 @@ class RazeStatusBar : StatusBarCore
|
|||
int left = (screen.GetWidth() - width) / 2;
|
||||
screen.SetClipRect(left, 0, width, screen.GetHeight());
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
virtual void GetAllStats(HudStats stats)
|
||||
{
|
||||
stats.Clear();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue