//------------------------------------------------------------------------- /* 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 "mmulti.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 "glbackend/glbackend.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 int gPackIcons[5] = { 2569, 2564, 2566, 2568, 2560 }; struct PACKICON2 { short nTile; int nScale; int nYOffs; }; PACKICON2 gPackIcons2[] = { { 519, (int)(65536 * 0.5), 0 }, { 830, (int)(65536 * 0.3), 0 }, { 760, (int)(65536 * 0.6), 0 }, { 839, (int)(65536 * 0.5), -4 }, { 827, (int)(65536 * 0.4), 0 }, }; struct AMMOICON { short nTile; int nScale; int nYOffs; }; static AMMOICON gAmmoIcons[] = { { -1, 0, 0 }, { 816, (int)(65536 * 0.5), 0 }, { 619, (int)(65536 * 0.8), 0 }, { 817, (int)(65536 * 0.7), 3 }, { 801, (int)(65536 * 0.5), -6 }, { 589, (int)(65536 * 0.7), 2 }, { 618, (int)(65536 * 0.5), 4 }, { 548, (int)(65536 * 0.3), -6 }, { 820, (int)(65536 * 0.3), -6 }, { 525, (int)(65536 * 0.6), -6 }, { 811, (int)(65536 * 0.5), 2 }, { 810, (int)(65536 * 0.45), 2 }, }; struct POWERUPDISPLAY { int nTile; float nScaleRatio; int yOffset; int remainingDuration; }; 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(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, 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); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawStatNumber(const char* pFormat, int nNumber, int nTile, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0) { double width = (tileWidth(nTile) + 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; DrawStatSprite(nTile + tempbuf[i] - '0', x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawCharArray(const char* string, int nTile, double x, double y, int nShade, int nPalette, unsigned int nStat = 0, int nScale = 65536, int align = 0) { double width = (tileWidth(nTile) + 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; string[i]; i++, x += width) { // Hackasaurus rex to give me a slash when drawing the weapon count of a reloadable gun. if (string[i] == 47 && nTile == kSBarNumberAmmo) { DrawStatSprite(9280, x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } else { DrawStatSprite(nTile + string[i] - '0', x, y, nShade, nPalette, nStat, nScale, STYLE_Translucent, align); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void TileHGauge(int nTile, double x, double y, int nMult, int nDiv, int nStat = 0, int nScale = 65536) { int w = tileWidth(nTile); int bx = scale(MulScale(w, nScale, 16), nMult, nDiv) + x; double scale = double(bx - x) / w; double sc = nScale / 65536.; DrawGraphic(tileGetTexture(nTile, true), x, y, DI_ITEM_LEFT_TOP, 1., -1, -1, scale*sc, sc, 0xffffffff, 0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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 = Scale(gFrameCount, 1000, kTicsPerSec); 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. DBaseStatusBar::PrintLevelStats(stats); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- enum { nPowerUps = 11 }; void sortPowerUps(POWERUPDISPLAY* powerups) { for (int i = 1; i < nPowerUps; i++) { for (int j = 0; j < nPowerUps - i; j++) { if (powerups[j].remainingDuration > powerups[j + 1].remainingDuration) { POWERUPDISPLAY temp = powerups[j]; powerups[j] = powerups[j + 1]; powerups[j + 1] = temp; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewDrawPowerUps(PLAYER* pPlayer) { if (!hud_powerupduration) return; POWERUPDISPLAY powerups[nPowerUps]; powerups[0] = { gPowerUpInfo[kPwUpShadowCloak].picnum, 0.4f, 0, pPlayer->pwUpTime[kPwUpShadowCloak] }; // Invisibility powerups[1] = { gPowerUpInfo[kPwUpReflectShots].picnum, 0.4f, 5, pPlayer->pwUpTime[kPwUpReflectShots] }; // Reflects enemy shots powerups[2] = { gPowerUpInfo[kPwUpDeathMask].picnum, 0.3f, 9, pPlayer->pwUpTime[kPwUpDeathMask] }; // Invulnerability powerups[3] = { gPowerUpInfo[kPwUpTwoGuns].picnum, 0.3f, 5, pPlayer->pwUpTime[kPwUpTwoGuns] }; // Guns Akimbo powerups[4] = { gPowerUpInfo[kPwUpShadowCloakUseless].picnum, 0.4f, 9, pPlayer->pwUpTime[kPwUpShadowCloakUseless] }; // Does nothing, only appears at near the end of Cryptic Passage's Lost Monastery (CP04) // Not in official maps, but custom maps can use them powerups[5] = { gPowerUpInfo[kPwUpFeatherFall].picnum, 0.3f, 7, pPlayer->pwUpTime[kPwUpFeatherFall] }; // Makes player immune to fall damage powerups[6] = { gPowerUpInfo[kPwUpGasMask].picnum, 0.4f, 4, pPlayer->pwUpTime[kPwUpGasMask] }; // Makes player immune to choke damage powerups[7] = { gPowerUpInfo[kPwUpDoppleganger].picnum, 0.5f, 5, pPlayer->pwUpTime[kPwUpDoppleganger] }; // Works in multiplayer, it swaps player's team colors, so enemy team player thinks it's a team mate powerups[8] = { gPowerUpInfo[kPwUpAsbestArmor].picnum, 0.3f, 9, pPlayer->pwUpTime[kPwUpAsbestArmor] }; // Makes player immune to fire damage and draws HUD powerups[9] = { gPowerUpInfo[kPwUpGrowShroom].picnum, 0.4f, 4, pPlayer->pwUpTime[kPwUpGrowShroom] }; // Grows player size, works only if gModernMap == true powerups[10] = { gPowerUpInfo[kPwUpShrinkShroom].picnum, 0.4f, 4, pPlayer->pwUpTime[kPwUpShrinkShroom] }; // Shrinks player size, works only if gModernMap == true sortPowerUps(powerups); const int warningTime = 5; const int x = 15; int y = -50; for (int i = 0; i < nPowerUps; i++) { if (powerups[i].remainingDuration) { int remainingSeconds = powerups[i].remainingDuration / 100; if (remainingSeconds > warningTime || (PlayClock & 32)) { DrawStatMaskedSprite(powerups[i].nTile, x, y + powerups[i].yOffset, 0, 0, 256, (int)(65536 * powerups[i].nScaleRatio), DI_SCREEN_LEFT_CENTER); } DrawStatNumber("%d", remainingSeconds, kSBarNumberInv, 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 += tileWidth(gPackIcons[i]) + 1; } } width /= 2; x -= width; for (int i = 0; i < nPacks; i++) { int nPack = packs[i]; DrawStatSprite(2568, x + 1, y - 8); DrawStatSprite(2568, x + 1, y - 6); DrawStatSprite(gPackIcons[nPack], x + 1, y + 1); if (nPack == pPlayer->packItemId) DrawStatMaskedSprite(2559, x + 1, y + 1); int nShade; if (pPlayer->packSlots[nPack].isActive) nShade = 4; else nShade = 24; DrawStatNumber("%3d", pPlayer->packSlots[nPack].curAmount, 2250, x - 4, y - 13, nShade, 0); x += tileWidth(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, 2250, x2, y2, 0, 0); } void DrawPackItemInStatusBar2(PLAYER* pPlayer, int x, int y, int x2, int y2, int nStat, int nScale) { if (pPlayer->packItemId < 0) return; DrawStatMaskedSprite(gPackIcons2[pPlayer->packItemId].nTile, x, y + gPackIcons2[pPlayer->packItemId].nYOffs, 0, 0, nStat, gPackIcons2[pPlayer->packItemId].nScale); DrawStatNumber("%3d", pPlayer->packSlots[pPlayer->packItemId].curAmount, kSBarNumberInv, 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(2229, -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], kSBarNumberInv, -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 ? 3558 : 3559, 0, 75-100, 0, 10, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER); if (gBlueFlagDropped) DrawStatMaskedSprite(2332, 305-320, 83 - 100, 0, 10, 512, 65536, DI_SCREEN_RIGHT_CENTER); else if (blueFlagTaken) DrawStatMaskedSprite(4097, 307-320, 77 - 100, 0, blueFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER); flashTeamScore(0, true); bool meHaveRedFlag = gMe->hasFlag & 2; DrawStatMaskedSprite(meHaveRedFlag ? 3558 : 3559, 0, 10, 0, 2, 512, 65536 * 0.35, DI_SCREEN_RIGHT_CENTER); if (gRedFlagDropped) DrawStatMaskedSprite(2332, 305-320, 17, 0, 2, 512, 65536, DI_SCREEN_RIGHT_CENTER); else if (redFlagTaken) DrawStatMaskedSprite(4097, 307-320, 11, 0, redFlagCarrierColor ? 2 : 10, 512, 65536, DI_SCREEN_RIGHT_CENTER); flashTeamScore(1, true); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DrawStatusBar(int nPalette) { BeginStatusBar(320, 200, tileHeight(2200)); PLAYER* pPlayer = gView; XSPRITE* pXSprite = pPlayer->pXSprite; DrawStatMaskedSprite(2200, 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, 2190, 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, 2240, 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, 2230, x, y, i == pPlayer->weaponAmmo? -128 : 32, 10); } DrawStatNumber("%2d", pPlayer->ammoCount[10], 2230, 291, 194, pPlayer->weaponAmmo == 10? -128 : 32, 10); DrawStatNumber("%2d", pPlayer->ammoCount[11], 2230, 309, 194, pPlayer->weaponAmmo == 11? -128 : 32, 10); if (pPlayer->armor[1]) { TileHGauge(2207, 44, 174, pPlayer->armor[1], 3200); DrawStatNumber("%3d", pPlayer->armor[1] >> 4, 2230, 50, 177, 0, 0); } if (pPlayer->armor[0]) { TileHGauge(2209, 44, 182, pPlayer->armor[0], 3200); DrawStatNumber("%3d", pPlayer->armor[0] >> 4, 2230, 50, 185, 0, 0); } if (pPlayer->armor[2]) { TileHGauge(2208, 44, 190, pPlayer->armor[2], 3200); DrawStatNumber("%3d", pPlayer->armor[2] >> 4, 2230, 50, 193, 0, 0); } for (int i = 0; i < 6; i++) { int nTile = 2220 + i; 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(2202, 118.5, 185.5, pPlayer->isRunning ? 16 : 40); DrawStatMaskedSprite(2202, 201.5, 185.5, pPlayer->isRunning ? 16 : 40); if (pPlayer->throwPower) { TileHGauge(2260, 124, 175.5, pPlayer->throwPower, 65536); } drawInventory(pPlayer, 166, 200 - tileHeight(2200)); // 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(2201, 34, 187 - 200, 16, nPalette); if (pXSprite->health >= 16 || (PlayClock & 16) || pXSprite->health == 0) { DrawStatNumber("%3d", pXSprite->health >> 4, 2190, 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, 2240, 42, 183 - 200, 0, 0); } DrawStatSprite(2173, 284-320, 187 - 200, 16, nPalette); if (pPlayer->armor[1]) { TileHGauge(2207, 250-320, 175 - 200, pPlayer->armor[1], 3200); DrawStatNumber("%3d", pPlayer->armor[1] >> 4, 2230, 255-320, 178 - 200, 0, 0); } if (pPlayer->armor[0]) { TileHGauge(2209, 250-320, 183 - 200, pPlayer->armor[0], 3200); DrawStatNumber("%3d", pPlayer->armor[0] >> 4, 2230, 255-320, 186 - 200, 0, 0); } if (pPlayer->armor[2]) { TileHGauge(2208, 250-320, 191 - 200, pPlayer->armor[2], 3200); DrawStatNumber("%3d", pPlayer->armor[2] >> 4, 2230, 255-320, 194 - 200, 0, 0); } DrawPackItemInStatusBar(pPlayer, 286-320, 186 - 200, 302-320, 183 - 200); for (int i = 0; i < 6; i++) { int nTile = 2220 + i; 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() { PLAYER* pPlayer = gView; XSPRITE* pXSprite = pPlayer->pXSprite; BeginHUD(320, 200, 1); DrawStatMaskedSprite(2169, 12, 195 - 200, 0, 0, 256, (int)(65536 * 0.56)); DrawStatNumber("%d", pXSprite->health >> 4, kSBarNumberHealth, 28, 187 - 200, 0, 0, 256); if (pPlayer->armor[1]) { DrawStatMaskedSprite(2578, 70, 186 - 200, 0, 0, 256, (int)(65536 * 0.5)); DrawStatNumber("%3d", pPlayer->armor[1] >> 4, kSBarNumberArmor2, 83, 187 - 200, 0, 0, 256, (int)(65536 * 0.65)); } if (pPlayer->armor[0]) { DrawStatMaskedSprite(2586, 112, 195 - 200, 0, 0, 256, (int)(65536 * 0.5)); DrawStatNumber("%3d", pPlayer->armor[0] >> 4, kSBarNumberArmor1, 125, 187 - 200, 0, 0, 256, (int)(65536 * 0.65)); } if (pPlayer->armor[2]) { DrawStatMaskedSprite(2602, 155, 196 - 200, 0, 0, 256, (int)(65536 * 0.5)); DrawStatNumber("%3d", pPlayer->armor[2] >> 4, kSBarNumberArmor3, 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 ((unsigned int)gAmmoIcons[pPlayer->weaponAmmo].nTile < kMaxTiles) DrawStatMaskedSprite(gAmmoIcons[pPlayer->weaponAmmo].nTile, 304-320, -8 + gAmmoIcons[pPlayer->weaponAmmo].nYOffs, 0, 0, 512, gAmmoIcons[pPlayer->weaponAmmo].nScale); bool reloadableWeapon = pPlayer->curWeapon == 3 && !powerupCheck(pPlayer, kPwUpTwoGuns); if (!reloadableWeapon || (reloadableWeapon && !cl_showmagamt)) { DrawStatNumber("%3d", num, kSBarNumberAmmo, 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(), kSBarNumberAmmo, (total < 10 ? 267 : 258) - 320, 187 - 200, 0, 0, 512); } } for (int i = 0; i < 6; i++) { if (pPlayer->hasKey[i + 1]) DrawStatMaskedSprite(2552 + i, -60 + 10 * i, 170 - 200, 0, 0, 0, (int)(65536 * 0.25)); } BeginStatusBar(320, 200, 28); if (pPlayer->throwPower) TileHGauge(2260, 124, 175, pPlayer->throwPower, 65536); else drawInventory(pPlayer, 166, 200-tileHeight(2201) / 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(2260, 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