//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include #include "compat.h" #include "build.h" #include "v_font.h" #include "blood.h" #include "zstring.h" #include "razemenu.h" #include "gstrings.h" #include "v_2ddrawer.h" #include "v_video.h" #include "v_font.h" #include "statusbar.h" #include "automap.h" #include "v_draw.h" #include "gamecvars.h" CVARD(Bool, hud_powerupduration, true, CVAR_ARCHIVE/*|CVAR_FRONTEND_BLOOD*/, "enable/disable displaying the remaining seconds for power-ups") BEGIN_BLD_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static const char* gPackIcons[5] = { "PackIcon1", "PackIcon2", "PackIcon3", "PackIcon4", "PackIcon5" }; class DBloodStatusBar : public DBaseStatusBar { DECLARE_CLASS(DBloodStatusBar, DBaseStatusBar) enum NewRSFlags { RS_CENTERBOTTOM = 16384, }; TObjPtr smallf, tinyf; public: DBloodStatusBar() { smallf = Create(SmallFont, 0, Off, 0, 0 ); tinyf = Create(gFont[4], 4, CellRight, 0, 0 ); } private: //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawStatSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO) { int flags = align | ((nStat & RS_CENTERBOTTOM)? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT)? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER); double alpha = 1.; double scale = nScale / 65536.; DrawGraphic(TexMan.CheckForTexture(nTile, ETextureType::Any), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style); } void DrawStatMaskedSprite(const char* nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO) { DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } void DrawStatSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, ERenderStyle style = STYLE_Normal, int align = DI_SCREEN_AUTO) { int flags = align | ((nStat & RS_CENTERBOTTOM) ? DI_ITEM_CENTER_BOTTOM : (nStat & RS_TOPLEFT) ? DI_ITEM_LEFT_TOP : DI_ITEM_RELCENTER); double alpha = 1.; double scale = nScale / 65536.; DrawGraphic(tileGetTexture(nTile, true), x, y, flags, alpha, -1, -1, scale, scale, STYLE_Translucent, shadeToLight(nShade), TRANSLATION(Translation_Remap, nPalette), style); } void DrawStatMaskedSprite(int nTile, double x, double y, int nShade = 0, int nPalette = 0, unsigned int nStat = 0, int nScale = 65536, int align = DI_SCREEN_AUTO) { DrawStatSprite(nTile, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } int texWidth(const char* name) { auto tex = TexMan.FindGameTexture(name, ETextureType::Any); return tex ? int(tex->GetDisplayWidth()) : 0; } int texHeight(const char* name) { auto tex = TexMan.FindGameTexture(name, ETextureType::Any); return tex ? int(tex->GetDisplayHeight()) : 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawStatNumber(const char* pFormat, int nNumber, const char* nametemplate, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0) { FStringf name("%s%d", nametemplate, 1); double width = (texWidth(name) + 1) * (nScale / 65536.); char tempbuf[80]; mysnprintf(tempbuf, 80, pFormat, nNumber); x += 0.5; y += 0.5; // This is needed because due to using floating point math, this code rounds slightly differently which for the numbers can be a problem. for (unsigned int i = 0; tempbuf[i]; i++, x += width) { if (tempbuf[i] == ' ') continue; name.Format("%s%d", nametemplate, tempbuf[i] - '0'); DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawCharArray(const char* text, const char *nametemplate, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0) { FStringf name("%s%d", nametemplate, 1); double width = (texWidth(name) + 1) * (nScale / 65536.); x += 0.5; y += 0.5; // This is needed because due to using floating point math, this code rounds slightly differently which for the numbers can be a problem. for (unsigned int i = 0; text[i]; i++, x += width) { // Hackasaurus rex to give me a slash when drawing the weapon count of a reloadable gun. if (text[i] == 47) { DrawStatSprite("SBarSlash", x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } else { name.Format("%s%d", nametemplate, text[i] - '0'); DrawStatSprite(name, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void TileHGauge(const char* nTile, double x, double y, int nMult, int nDiv, int nStat = 0, int nScale = 65536) { auto tex = TexMan.CheckForTexture(nTile, ETextureType::Any); if (!tex.isValid()) return; int w = TexMan.GetGameTexture(tex)->GetDisplayWidth(); int bx = scale(MulScale(w, nScale, 16), nMult, nDiv) + x; double scale = double(bx - x) / w; double sc = nScale / 65536.; DrawGraphic(tex, x, y, DI_ITEM_LEFT_TOP, 1., -1, -1, sc, sc, STYLE_Translucent, 0xffffffff, 0, scale); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void PrintLevelStats(PLAYER* pPlayer, int bottomy) { FLevelStats stats{}; stats.fontscale = 1.; stats.spacing = SmallFont->GetHeight() + 1; stats.screenbottomspace = bottomy; stats.font = SmallFont; stats.letterColor = CR_DARKRED; stats.standardColor = CR_DARKGRAY; stats.time = gFrameCount / GameTicRate; if (automapMode == am_full) { bool textfont = am_textfont; if (!am_textfont) { // For non-English languages force use of the text font. The tiny one is simply too small to ever add localized characters to it. auto p = GStrings["REQUIRED_CHARACTERS"]; if (p && *p) textfont = true; } if (!textfont) { stats.font = SmallFont2; stats.spacing = 6; } if (hud_size <= Hud_StbarOverlay) stats.screenbottomspace = 56; DBaseStatusBar::PrintAutomapInfo(stats, textfont); } if (automapMode == am_off && hud_stats) { stats.completeColor = CR_DARKGREEN; stats.kills = gKillMgr.Kills; stats.maxkills = gKillMgr.TotalKills; stats.frags = gGameOptions.nGameType == 3? pPlayer->fragCount : -1; stats.secrets = gSecretMgr.Founds; stats.supersecrets = gSecretMgr.Super; stats.maxsecrets = max(gSecretMgr.Founds, gSecretMgr.Total); // If we found more than there are, increase the total. Some levels have a bugged counter. stats.time = Scale(PlayClock, 1000, 120); DBaseStatusBar::PrintLevelStats(stats); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewDrawPowerUps(PLAYER* pPlayer) { enum { nPowerUps = 11 }; static const float powerScale[] = { 0.4f, 0.4f, 0.3f, 0.3f, 0.4f, 0.3f, 0.4f, 0.5f, 0.3f, 0.4f, 0.4f }; static const int powerYoffs[] = { 0, 5, 9, 5, 9, 7, 4, 5, 9, 4, 4 }; static const int powerOrder[] = { kPwUpShadowCloak, kPwUpReflectShots, kPwUpDeathMask, kPwUpTwoGuns, kPwUpShadowCloakUseless, kPwUpFeatherFall, kPwUpGasMask, kPwUpDoppleganger, kPwUpAsbestArmor, kPwUpGrowShroom, kPwUpShrinkShroom }; if (!hud_powerupduration) return; int powersort[nPowerUps]; for (int i = 0; i < nPowerUps; i++) powersort[i] = i; for (int i = 0; i < nPowerUps; i++) { int power1 = powersort[i]; for (int j = i + 1; j < nPowerUps; j++) { int power2 = powersort[j]; if (pPlayer->pwUpTime[powerOrder[power1]] > pPlayer->pwUpTime[powerOrder[power2]]) { powersort[i] = power2; powersort[j] = power1; } } } const int warningTime = 5; const int x = 15; int y = -50; for (int i = 0; i < nPowerUps; i++) { int order = powersort[i]; int power = powerOrder[order]; int time = pPlayer->pwUpTime[power]; if (time > 0) { int remainingSeconds = time / 100; if (remainingSeconds > warningTime || (PlayClock & 32)) { DrawStatMaskedSprite(gPowerUpInfo[power].picnum, x, y + powerYoffs[order], 0, 0, 256, (int)(65536 * powerScale[order]), DI_SCREEN_LEFT_CENTER); } DrawStatNumber("%d", remainingSeconds, "SBarNumberInv", x + 15, y, 0, remainingSeconds > warningTime ? 0 : 2, 256, 65536 * 0.5, DI_SCREEN_LEFT_CENTER); y += 20; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void drawInventory(PLAYER* pPlayer, int x, int y) { int packs[5]; if (pPlayer->packItemTime) { int nPacks = 0; int width = 0; for (int i = 0; i < 5; i++) { if (pPlayer->packSlots[i].curAmount) { packs[nPacks++] = i; width += texWidth(gPackIcons[i]) + 1; } } width /= 2; x -= width; for (int i = 0; i < nPacks; i++) { int nPack = packs[i]; DrawStatSprite("PackBG", x + 1, y - 8); DrawStatSprite("PackBG", x + 1, y - 6); DrawStatSprite(gPackIcons[nPack], x + 1, y + 1); if (nPack == pPlayer->packItemId) DrawStatMaskedSprite("PackSelect", x + 1, y + 1); int nShade; if (pPlayer->packSlots[nPack].isActive) nShade = 4; else nShade = 24; DrawStatNumber("%3d", pPlayer->packSlots[nPack].curAmount, "SBarPackAmount", x - 4, y - 13, nShade, 0); x += texWidth(gPackIcons[nPack]) + 1; } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawPackItemInStatusBar(PLAYER* pPlayer, int x, int y, int x2, int y2) { auto id = pPlayer->packItemId; //id = 0; if (id < 0) return; DrawStatSprite(gPackIcons[id], x, y, 0, 0); DrawStatNumber("%3d", pPlayer->packSlots[id].curAmount, "SBarPackAmount", x2, y2, 0, 0); } void DrawPackItemInStatusBar2(PLAYER* pPlayer, int x, int y, int x2, int y2, int nStat, int nScale) { static const char* packIcons2[] = { "Pack2Icon1", "Pack2Icon2", "Pack2Icon3", "Pack2Icon4", "Pack2Icon5" }; static const float packScale[] = { 0.5f, 0.3f, 0.6f, 0.5f, 0.4f }; static const int packYoffs[] = { 0, 0, 0, -4, 0 }; if (pPlayer->packItemId < 0) return; DrawStatMaskedSprite(packIcons2[pPlayer->packItemId], x, y + packYoffs[pPlayer->packItemId], 0, 0, nStat, packScale[pPlayer->packItemId] * 65536); DrawStatNumber("%3d", pPlayer->packSlots[pPlayer->packItemId].curAmount, "SBarNumberInv", x2, y2, 0, 0, nStat, nScale); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewDrawPlayerSlots(void) { for (int nRows = (gNetPlayers - 1) / 4; nRows >= 0; nRows--) { for (int nCol = 0; nCol < 4; nCol++) { DrawStatSprite("SBPlayerSlot", -120 + nCol * 80, 4 + nRows * 9, 16, 0, 0, 65536, STYLE_Normal, DI_SCREEN_CENTER_TOP); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewDrawPlayerFrags(void) { FString gTempStr; viewDrawPlayerSlots(); for (int i = 0, p = connecthead; p >= 0; i++, p = connectpoint2[p]) { int x = -160 + 80 * (i & 3); int y = 9 * (i / 4); int col = gPlayer[p].teamId & 3; const char* name = PlayerName(p); gTempStr.Format("%s", name); int color = CR_UNDEFINED;// todo: remap the colors. (11+col) SBar_DrawString(this, tinyf, gTempStr, x + 4, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1); gTempStr.Format("%2d", gPlayer[p].fragCount); SBar_DrawString(this, tinyf, gTempStr, x + 76, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewDrawPlayerFlags(void) { FString gTempStr; viewDrawPlayerSlots(); for (int i = 0, p = connecthead; p >= 0; i++, p = connectpoint2[p]) { int x = -160 + 80 * (i & 3); int y = 9 * (i / 4); int col = gPlayer[p].teamId & 3; const char* name = PlayerName(p); gTempStr.Format("%s", name); gTempStr.ToUpper(); int color = CR_UNDEFINED;// todo: remap the colors. SBar_DrawString(this, tinyf, gTempStr, x + 4, y, DI_SCREEN_CENTER_TOP, color, 1., -1, -1, 1, 1); gTempStr = "F"; x += 76; if (gPlayer[p].hasFlag & 2) { SBar_DrawString(this, tinyf, gTempStr, x, y, DI_SCREEN_CENTER_TOP, CR_GREEN/*12*/, 1., -1, -1, 1, 1); x -= 6; } if (gPlayer[p].hasFlag & 1) SBar_DrawString(this, tinyf, gTempStr, x, y, DI_SCREEN_CENTER_TOP, CR_RED/*11*/, 1., -1, -1, 1, 1); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewDrawCtfHudVanilla() { FString gTempStr; int x = 1, y = 1; if (team_ticker[0] == 0 || (PlayClock & 8)) { SBar_DrawString(this, smallf, GStrings("TXT_COLOR_BLUE"), x, y, 0, CR_LIGHTBLUE, 1., -1, -1, 1, 1); gTempStr.Format("%-3d", team_score[0]); SBar_DrawString(this, smallf, gTempStr, x, y + 10, 0, CR_LIGHTBLUE, 1., -1, -1, 1, 1); } x = -2; if (team_ticker[1] == 0 || (PlayClock & 8)) { SBar_DrawString(this, smallf, GStrings("TXT_COLOR_RED"), x, y, DI_TEXT_ALIGN_RIGHT, CR_BRICK, 1., -1, -1, 1, 1); gTempStr.Format("%3d", team_score[1]); SBar_DrawString(this, smallf, gTempStr, x, y + 10, DI_TEXT_ALIGN_RIGHT, CR_BRICK, 1., -1, -1, 1, 1); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void flashTeamScore(int team, bool show) { assert(0 == team || 1 == team); // 0: blue, 1: red if (team_ticker[team] == 0 || (PlayClock & 8)) { if (show) DrawStatNumber("%d", team_score[team], "SBarNumberInv", -30, team ? 25 : -10, 0, team ? 2 : 10, 512, 65536 * 0.75, DI_SCREEN_RIGHT_CENTER); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewDrawCtfHud() { if (hud_size == Hud_Nothing) { flashTeamScore(0, false); flashTeamScore(1, false); return; } bool blueFlagTaken = false; bool redFlagTaken = false; int blueFlagCarrierColor = 0; int redFlagCarrierColor = 0; for (int i = 0, p = connecthead; p >= 0; i++, p = connectpoint2[p]) { if ((gPlayer[p].hasFlag & 1) != 0) { blueFlagTaken = true; blueFlagCarrierColor = gPlayer[p].teamId & 3; } if ((gPlayer[p].hasFlag & 2) != 0) { redFlagTaken = true; redFlagCarrierColor = gPlayer[p].teamId & 3; } } bool meHaveBlueFlag = gMe->hasFlag & 1; DrawStatMaskedSprite(meHaveBlueFlag ? "FlagHave" : "FlagHaveNot", 0, 75-100, 0, 10, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER); if (gBlueFlagDropped) DrawStatMaskedSprite("FlagDropped", 305-320, 83 - 100, 0, 10, 512, 65536, DI_SCREEN_RIGHT_CENTER); else if (blueFlagTaken) DrawStatMaskedSprite("FlagTaken", 307-320, 77 - 100, 0, blueFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER); flashTeamScore(0, true); bool meHaveRedFlag = gMe->hasFlag & 2; DrawStatMaskedSprite(meHaveRedFlag ? "FlagHave" : "FlagHaveNot", 0, 10, 0, 2, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER); if (gRedFlagDropped) DrawStatMaskedSprite("FlagDropped", 305-320, 17, 0, 2, 512, 65536, DI_SCREEN_RIGHT_CENTER); else if (redFlagTaken) DrawStatMaskedSprite("FlagTaken", 307-320, 11, 0, redFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER); flashTeamScore(1, true); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawStatusBar(int nPalette) { int th = texHeight("Statusbar"); BeginStatusBar(320, 200, th); PLAYER* pPlayer = gView; XSPRITE* pXSprite = pPlayer->pXSprite; DrawStatMaskedSprite("Statusbar", 160, 200, 0, nPalette, RS_CENTERBOTTOM); DrawPackItemInStatusBar(pPlayer, 265, 186, 260, 172); if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0) { DrawStatNumber("%3d", pXSprite->health >> 4, "SBarHealthAmount", 86, 183, 0, 0); } if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1) { int num = pPlayer->ammoCount[pPlayer->weaponAmmo]; if (pPlayer->weaponAmmo == 6) num /= 10; DrawStatNumber("%3d", num, "SBarWeaponNum", 216, 183, 0, 0); } for (int i = 9; i >= 1; i--) { int x = 135 + ((i - 1) / 3) * 23; int y = 182 + ((i - 1) % 3) * 6; int num = pPlayer->ammoCount[i]; if (i == 6) num /= 10; DrawStatNumber("%3d", num, "SBarAmmoAmount", x, y, i == pPlayer->weaponAmmo? -128 : 32, 10); } DrawStatNumber("%2d", pPlayer->ammoCount[10], "SBarAmmoAmount", 291, 194, pPlayer->weaponAmmo == 10? -128 : 32, 10); DrawStatNumber("%2d", pPlayer->ammoCount[11], "SBarAmmoAmount", 309, 194, pPlayer->weaponAmmo == 11? -128 : 32, 10); if (pPlayer->armor[1]) { TileHGauge("Armor1Gauge", 44, 174, pPlayer->armor[1], 3200); DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarAmmoAmount", 50, 177, 0, 0); } if (pPlayer->armor[0]) { TileHGauge("Armor3Gauge", 44, 182, pPlayer->armor[0], 3200); DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarAmmoAmount", 50, 185, 0, 0); } if (pPlayer->armor[2]) { TileHGauge("Armor2Gauge", 44, 190, pPlayer->armor[2], 3200); DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarAmmoAmount", 50, 193, 0, 0); } for (int i = 0; i < 6; i++) { FStringf nTile("KEYICON%d", i+1); double x = 73.5 + (i & 1) * 173; double y = 171.5 + (i >> 1) * 11; if (pPlayer->hasKey[i + 1]) DrawStatSprite(nTile, x, y); else DrawStatSprite(nTile, x, y, 40, 5); } DrawStatMaskedSprite("BlinkIcon", 118.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40); DrawStatMaskedSprite("BlinkIcon", 201.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40); if (pPlayer->throwPower) { TileHGauge("ThrowGauge", 124, 175.5, pPlayer->throwPower, 65536); } drawInventory(pPlayer, 166, 200 - th); // Depending on the scale we can lower the stats display. This needs some tweaking but this catches the important default case already. PrintLevelStats(pPlayer, (hud_statscale <= 0.501f || hud_scalefactor < 0.7) && double(twod->GetWidth())/twod->GetHeight() > 1.6? 28 : 56); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawHUD1(int nPalette) { PLAYER* pPlayer = gView; XSPRITE* pXSprite = pPlayer->pXSprite; BeginHUD(320, 200, 1); DrawStatSprite("FullHUD", 34, 187 - 200, 16, nPalette); if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0) { DrawStatNumber("%3d", pXSprite->health >> 4, "SBarHealthAmount", 8, 183 - 200, 0, 0); } if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1) { int num = pPlayer->ammoCount[pPlayer->weaponAmmo]; if (pPlayer->weaponAmmo == 6) num /= 10; DrawStatNumber("%3d", num, "SBarWeaponNum", 42, 183 - 200, 0, 0); } DrawStatSprite("ArmorBox", 284-320, 187 - 200, 16, nPalette); if (pPlayer->armor[1]) { TileHGauge("Armor1Gauge", 250-320, 175 - 200, pPlayer->armor[1], 3200); DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarAmmoAmount", 255-320, 178 - 200, 0, 0); } if (pPlayer->armor[0]) { TileHGauge("Armor3Gauge", 250-320, 183 - 200, pPlayer->armor[0], 3200); DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarAmmoAmount", 255-320, 186 - 200, 0, 0); } if (pPlayer->armor[2]) { TileHGauge("Armor2Gauge", 250-320, 191 - 200, pPlayer->armor[2], 3200); DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarAmmoAmount", 255-320, 194 - 200, 0, 0); } DrawPackItemInStatusBar(pPlayer, 286-320, 186 - 200, 302-320, 183 - 200); for (int i = 0; i < 6; i++) { FStringf nTile("KEYICON%d", i+1); int x; int y = - 6; if (i & 1) { x = - (78 + (i >> 1) * 10); } else { x = 73 + (i >> 1) * 10; } if (pPlayer->hasKey[i + 1]) DrawStatSprite(nTile, x, y, 0, 0); } PrintLevelStats(pPlayer, 28); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawHUD2() { static const char* ammoIcons[] = { nullptr, "AmmoIcon1", "AmmoIcon2", "AmmoIcon3", "AmmoIcon4", "AmmoIcon5", "AmmoIcon6", "AmmoIcon7", "AmmoIcon8", "AmmoIcon9", "AmmoIcon10", "AmmoIcon11" }; static const float ammoScale[] = { 0, 0.5f, 0.8f, 0.7f, 0.5f, 0.7f, 0.5f, 0.3f, 0.3f, 0.6f, 0.5f, 0.45f }; static const int ammoYoffs[] = { 0, 0, 0, 3, -6, 2, 4, -6, -6, -6, 2, 2 }; PLAYER* pPlayer = gView; XSPRITE* pXSprite = pPlayer->pXSprite; BeginHUD(320, 200, 1); DrawStatMaskedSprite("HealthIcon", 12, 195 - 200, 0, 0, 256, (int)(65536 * 0.56)); DrawStatNumber("%d", pXSprite->health >> 4, "SBarNumberHealth", 28, 187 - 200, 0, 0, 256); if (pPlayer->armor[1]) { DrawStatMaskedSprite("Armor1Icon", 70, 186 - 200, 0, 0, 256, (int)(65536 * 0.5)); DrawStatNumber("%3d", pPlayer->armor[1] >> 4, "SBarNumberArmor2_", 83, 187 - 200, 0, 0, 256, (int)(65536 * 0.65)); } if (pPlayer->armor[0]) { DrawStatMaskedSprite("Armor3Icon", 112, 195 - 200, 0, 0, 256, (int)(65536 * 0.5)); DrawStatNumber("%3d", pPlayer->armor[0] >> 4, "SBarNumberArmor1_", 125, 187 - 200, 0, 0, 256, (int)(65536 * 0.65)); } if (pPlayer->armor[2]) { DrawStatMaskedSprite("Armor2Icon", 155, 196 - 200, 0, 0, 256, (int)(65536 * 0.5)); DrawStatNumber("%3d", pPlayer->armor[2] >> 4, "SBarNumberArmor3_", 170, 187 - 200, 0, 0, 256, (int)(65536 * 0.65)); } DrawPackItemInStatusBar2(pPlayer, 216 - 320, 194 - 200, 231 - 320, 187 - 200, 512, (int)(65536 * 0.7)); if (pPlayer->curWeapon && pPlayer->weaponAmmo != -1) { int num = pPlayer->ammoCount[pPlayer->weaponAmmo]; if (pPlayer->weaponAmmo == 6) num /= 10; if (ammoIcons[pPlayer->weaponAmmo]) DrawStatMaskedSprite(ammoIcons[pPlayer->weaponAmmo], 304-320, -8 + ammoYoffs[pPlayer->weaponAmmo], 0, 0, 512, ammoScale[pPlayer->weaponAmmo] * 65536); bool reloadableWeapon = pPlayer->curWeapon == 3 && !powerupCheck(pPlayer, kPwUpTwoGuns); if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt)) { DrawStatNumber("%3d", num, "SBarNumberAmmo", 267-320, 187 - 200, 0, 0, 512); } else { FString format; short clip = CalcMagazineAmount(num, 2, pPlayer->weaponState == 1); short total = num - clip; format.Format("%d/%d", clip, num - clip); DrawCharArray(format.GetChars(), "SBarNumberAmmo", (total < 10 ? 267 : 258) - 320, 187 - 200, 0, 0, 512); } } for (int i = 0; i < 6; i++) { if (pPlayer->hasKey[i + 1]) { FStringf tile("HUDKEYICON%d", i + 1); DrawStatMaskedSprite(tile, -60 + 10 * i, 170 - 200, 0, 0, 0, (int)(65536 * 0.25)); } } BeginStatusBar(320, 200, 28); if (pPlayer->throwPower) TileHGauge("ThrowGauge", 124, 175, pPlayer->throwPower, 65536); else drawInventory(pPlayer, 166, 200-texHeight("FULLHUD") / 2 - 30); PrintLevelStats(pPlayer, 28); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- public: void UpdateStatusBar() { PLAYER* pPlayer = gView; XSPRITE* pXSprite = pPlayer->pXSprite; int nPalette = 0; if (gGameOptions.nGameType == 3) { if (pPlayer->teamId & 1) nPalette = 7; else nPalette = 10; } if (hud_size == Hud_full) { DrawHUD2(); } else if (hud_size > Hud_Stbar) { BeginStatusBar(320, 200, 28); if (pPlayer->throwPower) TileHGauge("ThrowGauge", 124, 175, pPlayer->throwPower, 65536); else if (hud_size > Hud_StbarOverlay) drawInventory(pPlayer, 166, 200 - tileHeight(2201) / 2); } if (hud_size == Hud_Mini) { DrawHUD1(nPalette); } else if (hud_size <= Hud_StbarOverlay) { DrawStatusBar(nPalette); } // All remaining parts must be done with HUD alignment rules, even when showing a status bar. BeginHUD(320, 200, 1); viewDrawPowerUps(pPlayer); if (gGameOptions.nGameType >= 1) { if (gGameOptions.nGameType == 3) { if (VanillaMode()) { viewDrawCtfHudVanilla(); } else { viewDrawCtfHud(); viewDrawPlayerFlags(); } } else { viewDrawPlayerFrags(); } } } }; IMPLEMENT_CLASS(DBloodStatusBar, false, false) static void UpdateFrame(void) { auto tex = tileGetTexture(kBackTile); int width = twod->GetWidth(); int height = twod->GetHeight(); twod->AddFlatFill(0, 0, width, windowxy1.y - 3, tex); twod->AddFlatFill(0, windowxy2.y + 4, width, height, tex); twod->AddFlatFill(0, windowxy1.y - 3, windowxy1.x - 3, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy2.x + 4, windowxy1.y - 3, width, windowxy2.y + 4, tex); twod->AddFlatFill(windowxy1.x - 3, windowxy1.y - 3, windowxy1.x, windowxy2.y + 1, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy1.x, windowxy1.y - 3, windowxy2.x + 4, windowxy1.y, tex, 0, 1, 0xff545454); twod->AddFlatFill(windowxy2.x + 1, windowxy1.y, windowxy2.x + 4, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); twod->AddFlatFill(windowxy1.x - 3, windowxy2.y + 1, windowxy2.x + 1, windowxy2.y + 4, tex, 0, 1, 0xff2a2a2a); } void UpdateStatusBar() { if (automapMode == am_off && hud_size <= Hud_Stbar) { UpdateFrame(); } StatusBar->UpdateStatusBar(); } END_BLD_NS