//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020-2021 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- class DukeCommonStatusBar : RazeStatusBar { HUDFont numberFont; HUDFont miniFont; HUDFont digiFont; double scale; Array ammo_sprites; Array item_icons; int tileHeight(String tex) { let img = TexMan.CheckForTexture(tex, TexMan.TYPE_Any); let siz = TexMan.GetScaledSize(img); return int(siz.Y); } //========================================================================== // // Frag bar - todo // //========================================================================== /* void displayfragbar(void) { short i, j; j = 0; for (i = connecthead; i >= 0; i = connectpoint2[i]) if (i > j) j = i; auto tex = tileGetTexture(TILE_FRAGBAR); for (int y = 0; y < 32; y += 8) DrawTexture(twod, tex, 0, 0, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, 1.001, DTA_ScaleY, 1.001, TAG_Done); for (i = connecthead; i >= 0; i = connectpoint2[i]) { m initext(21 + (73 * (i & 3)), 2 + ((i & 28) << 1), &ud.user_name[i][0], ps[i].GetActor().s.pal, 2 + 8 + 16 + 128); sprintf(tempbuf, "%d", ps[i].frag - ps[i].fraggedself); m initext(17 + 50 + (73 * (i & 3)), 2 + ((i & 28) << 1), tempbuf, ps[i].GetActor().s.pal, 2 + 8 + 16 + 128); } } */ //========================================================================== // // Common inventory icon code for all styles // //========================================================================== String, int ontext(DukePlayer p) { String first = ""; int second = 6; int onstate = 0x80000000; switch (p.inven_icon) { case Duke.ICON_HOLODUKE: onstate = p.holoduke_on != null; break; case Duke.ICON_JETPACK: onstate = p.jetpack_on; break; case Duke.ICON_HEATS: onstate = p.heat_on; break; } // Texts are intentionally not translated because the font is too small for making localization work and the translated words are too long. if (onstate != 0x80000000 && !(gameinfo.gameType & (GAMEFLAG_WW2GI|GAMEFLAG_RRALL))) { second = onstate > 0 ? 0 : 2; first = onstate > 0 ? "ON" : "OFF"; } if (p.inven_icon >= Duke.ICON_SCUBA) { second = 2; first = "AUTO"; } return first, second; } //========================================================================== // // draws the inventory selector // //========================================================================== void DrawInventory(DukePlayer p, double x, double y, int align) { if (p.invdisptime <= 0)return; int n = 0, j = 0; if (p.firstaid_amount > 0) { n |= 1; j++; } if (p.steroids_amount > 0) { n |= 2; j++; } if (p.holoduke_amount > 0) { n |= 4; j++; } if (p.jetpack_amount > 0) { n |= 8; j++; } if (p.heat_amount > 0) { n |= 16; j++; } if (p.scuba_amount > 0) { n |= 32; j++; } if (p.boot_amount > 0) { n |= 64; j++; } x -= (j * 11); y -= 6; align |= DI_ITEM_CENTER; for(int bit = 0; bit < 7; bit++) { int i = 1 << bit; if (n & i) { int select = 1 << (p.inven_icon - 1); double alpha = select == i ? 1.0 : 0.7; DrawImage(item_icons[bit+1], (x, y), align, alpha, scale:(scale, scale)); if (select == i) DrawImage("ARROW", (Raze.isWW2GI()? x + 7.5 : x, Raze.isWW2GI()? y + 0.5 : y), align, alpha, scale:(scale, scale)); x += 22; } } } //========================================================================== // // Statistics output // //========================================================================== void DoLevelStats(int bottomy, SummaryInfo info) { StatsPrintInfo stats; stats.fontscale = Raze.isRR() ? 0.5 : 1.; stats.screenbottomspace = bottomy; stats.statfont = SmallFont; if (Raze.isNamWW2GI()) { // The stock font of these games is totally unusable for this. stats.statfont = ConFont; stats.spacing = ConFont.GetHeight() + 1; } if (automapMode == am_full) { stats.statfont = SmallFont2; stats.spacing = 6; if (Raze.isNamWW2GI()) stats.altspacing = 10; else if (!Raze.isRR()) stats.altspacing = 11; else stats.altspacing = 14; stats.standardColor = Font.TEXTCOLOR_UNTRANSLATED; stats.letterColor = Font.TEXTCOLOR_GOLD; PrintAutomapInfo(stats, false); } else if (hud_stats) { stats.letterColor = Font.TEXTCOLOR_ORANGE; if (Raze.isNamWW2GI()) { stats.spacing = 8; stats.standardColor = Font.TEXTCOLOR_YELLOW; stats.completeColor = Font.TEXTCOLOR_FIRE; } else if (!Raze.isRR()) { stats.spacing = 7; stats.standardColor = Font.TEXTCOLOR_CREAM; stats.completeColor = Font.TEXTCOLOR_FIRE; } else { stats.spacing = 10; stats.standardColor = stats.completeColor = Font.TEXTCOLOR_UNTRANSLATED; } PrintLevelStats(stats, info); } } }