//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - 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. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include "v_font.h" #include "duke3d.h" #include "compat.h" #include "sbar.h" #include "statusbar.h" #include "v_draw.h" #include "names_d.h" #include "texturemanager.h" BEGIN_DUKE_NS //========================================================================== // // very much a dummy to access the methods. // The goal is to export this to a script. // //========================================================================== class DDukeStatusBar : public DDukeCommonStatusBar { public: DDukeStatusBar() { numberFont = { BigFont, 0, Off, 1, 1 }; indexFont = { IndexFont, 4, CellRight, 1, 1 }; miniFont = { SmallFont2, 0, Off, 1, 1 }; digiFont = { DigiFont, 1, Off, 1, 1 }; // optionally draw at the top of the screen. SetSize(tilesiz[TILE_BOTTOMSTATUSBAR].y); scale = 1; ammo_sprites = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, RPGAMMO, HBOMBAMMO, CRYSTALAMMO, DEVISTATORAMMO, TRIPBOMBSPRITE, FREEZEAMMO + 1, HBOMBAMMO, GROWAMMO/*, FLAMETHROWERAMMO + 1*/ }; item_icons = { 0, FIRSTAID_ICON, STEROIDS_ICON, HOLODUKE_ICON, JETPACK_ICON, HEAT_ICON, AIRTANK_ICON, BOOT_ICON }; } //========================================================================== // // Helpers // //========================================================================== int getinvamount(const struct player_struct* p) { switch (p->inven_icon) { case ICON_FIRSTAID: return p->firstaid_amount; case ICON_STEROIDS: return (p->steroids_amount + 3) >> 2; case ICON_HOLODUKE: return (p->holoduke_amount + 15) / 24; case ICON_JETPACK: return (p->jetpack_amount + 15) >> 4; case ICON_HEATS: return p->heat_amount / 12; case ICON_SCUBA: return (p->scuba_amount + 63) >> 6; case ICON_BOOTS: return p->boot_amount >> 1; } return -1; } int GetMoraleOrShield(struct player_struct *p, int snum) { // special handling for WW2GI int lAmount = GetGameVar("PLR_MORALE", -1, p->i, snum); if (lAmount == -1) lAmount = p->shield_amount; return lAmount; } //========================================================================== // // Fullscreen HUD variant #1 // //========================================================================== void FullscreenHUD1(struct player_struct* p, int snum) { // // Health // DrawGraphic(tileGetTexture(COLA), 2, -2, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, 0.75, 0.75); FString format; if (!althud_flashing || p->last_extra > (max_player_health >> 2) || ((int)totalclock & 32) || (sprite[p->i].pal == 1 && p->last_extra < 2)) { int s = -8; if (althud_flashing && p->last_extra > max_player_health) s += (sintable[((int)totalclock << 5) & 2047] >> 10); int intens = clamp(255 - 4 * s, 0, 255); auto pe = PalEntry(255, intens, intens, intens); format.Format("%d", p->last_extra); SBar_DrawString(this, &numberFont, format, 40, -BigFont->GetHeight() + 3.5, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1); } // // Armor // DrawGraphic(tileGetTexture(SHIELD), 62, -2, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, 0.75, 0.75); format.Format("%d", GetMoraleOrShield(p, snum)); SBar_DrawString(this, &numberFont, format, 105, -numberFont.mFont->GetHeight() + 3.5, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1); // // Weapon // int wicon = ammo_sprites[p->curr_weapon]; if (wicon > 0) { auto img = tileGetTexture(wicon); auto scale = img && img->GetDisplayHeight() >= 50 ? 0.25 : 0.5; DrawGraphic(img, -57, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale); } int weapon = p->curr_weapon; if (weapon == HANDREMOTE_WEAPON) weapon = HANDBOMB_WEAPON; if (p->curr_weapon != KNEE_WEAPON && (!althud_flashing || (int)totalclock & 32 || p->ammo_amount[weapon] > (max_ammo_amount[weapon] / 10))) { format.Format("%d", p->ammo_amount[weapon]); SBar_DrawString(this, &numberFont, format, -22, -numberFont.mFont->GetHeight() + 3.5, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1); } // // Selected inventory item // unsigned icon = p->inven_icon; if (icon > 0) { int x = 131; if (icon < ICON_MAX) DrawGraphic(tileGetTexture(item_icons[icon]), x, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, 1, 1); int percentv = getinvamount(p); format.Format("%3d%%", percentv); EColorRange color = percentv > 50 ? CR_GREEN : percentv > 25 ? CR_GOLD : CR_RED; SBar_DrawString(this, &indexFont, format, x + 35, -indexFont.mFont->GetHeight() - 0.5, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1); auto text = ontext(p); if (text.first) SBar_DrawString(this, &miniFont, text.first, x + 35, -miniFont.mFont->GetHeight() - 9.5, DI_TEXT_ALIGN_RIGHT, text.second, 1, 0, 0, 1, 1); } // // keys // if (p->got_access & 1) DrawGraphic(tileGetTexture(ACCESSCARD), -29, -30, DI_ITEM_CENTER, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 0)); if (p->got_access & 4) DrawGraphic(tileGetTexture(ACCESSCARD), -24, -28, DI_ITEM_CENTER, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 23)); if (p->got_access & 2) DrawGraphic(tileGetTexture(ACCESSCARD), -19, -26, DI_ITEM_CENTER, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 21)); } //========================================================================== // // Fullscreen HUD variant #2 // //========================================================================== void FullscreenHUD2(struct player_struct *p) { // // health // DrawGraphic(tileGetTexture(HEALTHBOX), 5, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale); int health = (sprite[p->i].pal == 1 && p->last_extra < 2) ? 1 : p->last_extra; FStringf format("%d", health); SBar_DrawString(this, &digiFont, format, 19, -digiFont.mFont->GetHeight() * scale - 3, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, scale, scale); // // ammo // DrawGraphic(tileGetTexture(AMMOBOX), 37, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale); int wp = (p->curr_weapon == HANDREMOTE_WEAPON) ? HANDBOMB_WEAPON : p->curr_weapon; format.Format("%d", p->ammo_amount[wp]); SBar_DrawString(this, &digiFont, format, 53, -digiFont.mFont->GetHeight() * scale - 3, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, scale, scale); // // inventory // unsigned icon = p->inven_icon; if (icon > 0) { int x = 73; DrawGraphic(tileGetTexture(INVENTORYBOX), 69, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale); if (icon < ICON_MAX) DrawGraphic(tileGetTexture(item_icons[icon]), x, -14, DI_ITEM_LEFT|DI_ITEM_VCENTER, 1, -1, -1, scale, scale); int percentv = getinvamount(p); format.Format("%3d%%", percentv); EColorRange color = percentv > 50 ? CR_GREEN : percentv > 25 ? CR_GOLD : CR_RED; SBar_DrawString(this, &indexFont, format, x + 34, -indexFont.mFont->GetHeight() - 5.5, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1); auto text = ontext(p); if (text.first) SBar_DrawString(this, &miniFont, text.first, x + 34, -miniFont.mFont->GetHeight() - 14.5, DI_TEXT_ALIGN_RIGHT, text.second, 1, 0, 0, 1, 1); } } //========================================================================== // // Fullscreen HUD drawer // //========================================================================== void DrawHud(int snum, int style) { auto p = &ps[snum]; BeginHUD(320, 200, 1.f, false); if (style == 1) { DrawInventory(p, 0, -46, DI_SCREEN_CENTER_BOTTOM); FullscreenHUD1(p, snum); PrintLevelStats(tilesiz[BIGALPHANUM].y +10); } else if (style == 2) { DrawInventory(p, (ud.multimode > 1) ? 56 : 65, -28, DI_SCREEN_CENTER_BOTTOM); FullscreenHUD2(p); PrintLevelStats(tilesiz[HEALTHBOX].y + 4); } else { DrawInventory(p, 0, -28, DI_SCREEN_CENTER_BOTTOM); PrintLevelStats(2); } } //========================================================================== // // Helper for weapon display // //========================================================================== void DrawWeaponNum(int index, double x, double y, int num1, int num2, int shade, int numdigits) { /* if (VOLUMEONE && (ind > HANDBOMB_WEAPON || ind < 0)) { minitextshade(x + 1, y - 4, "ORDER", 20, 11, 2 + 8 + 16 + ROTATESPRITE_MAX); return; } */ FString format; bool parsedDivisor = false; if (numdigits == 2) { if (num1 > 99) num1 = 99; if (num2 > 99) num2 = 99; format.Format("%2d/%d", num1, num2); } else { if (num1 > 999) num1 = 999; if (num2 > 999) num2 = 999; format.Format("%3d/%d", num1, num2); } y--; DrawGraphic(tileGetTexture(THREEBYFIVE + index), x - 7, y, DI_ITEM_LEFT|DI_ITEM_VCENTER, 1, 0, 0, 1, 1, LightForShade(shade - 10), TRANSLATION(Translation_Remap, 7)); auto pe = LightForShade(shade); DrawGraphic(tileGetTexture(THREEBYFIVE + 10), x - 3, y, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, 0, 0, 1, 1, pe); for (size_t i = 0; i < format.Len(); i++) { if (format[i] != ' ') { char c = format[i] == '/' ? 11 : format[i] - '0'; DrawGraphic(tileGetTexture(THREEBYFIVE + c), x + 4 * i + (parsedDivisor ? 1 : 0), y, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, 0, 0, 1, 1, pe); } if (format[i] == '/') { parsedDivisor = true; } } } //========================================================================== // // Weapon display (Duke only) // //========================================================================== void DrawWeaponAmounts(const struct player_struct* p, double x, double y) { int cw = p->curr_weapon; auto ShadeForWeapon = [=](int weapon, int optweapon = -1) { // Headache-inducing math at play here. return (((!p->ammo_amount[weapon]) | (!p->gotweapon[weapon])) * 9) + 12 - 18 * ((cw == weapon) || (optweapon != -1 && cw == optweapon)); }; DrawWeaponNum(2, x, y, p->ammo_amount[PISTOL_WEAPON], max_ammo_amount[PISTOL_WEAPON], 12 - 20 * (cw == PISTOL_WEAPON), 3); DrawWeaponNum(3, x, y + 6, p->ammo_amount[SHOTGUN_WEAPON], max_ammo_amount[SHOTGUN_WEAPON], ShadeForWeapon(SHOTGUN_WEAPON), 3); DrawWeaponNum(4, x, y + 12, p->ammo_amount[CHAINGUN_WEAPON], max_ammo_amount[CHAINGUN_WEAPON], ShadeForWeapon(CHAINGUN_WEAPON), 3); DrawWeaponNum(5, x + 39, y, p->ammo_amount[RPG_WEAPON], max_ammo_amount[RPG_WEAPON], ShadeForWeapon(RPG_WEAPON), 2); DrawWeaponNum(6, x + 39, y + 6, p->ammo_amount[HANDBOMB_WEAPON], max_ammo_amount[HANDBOMB_WEAPON], ShadeForWeapon(HANDBOMB_WEAPON, HANDREMOTE_WEAPON), 2); if (p->subweapon & (1 << GROW_WEAPON)) // original code says: if(!p->ammo_amount[SHRINKER_WEAPON] || cw == GROW_WEAPON) DrawWeaponNum(7, x + 39, y + 12, p->ammo_amount[GROW_WEAPON], max_ammo_amount[GROW_WEAPON], ShadeForWeapon(GROW_WEAPON), 2); else DrawWeaponNum(7, x + 39, y + 12, p->ammo_amount[SHRINKER_WEAPON], max_ammo_amount[SHRINKER_WEAPON], ShadeForWeapon(SHRINKER_WEAPON), 2); DrawWeaponNum(8, x + 70, y, p->ammo_amount[DEVISTATOR_WEAPON], max_ammo_amount[DEVISTATOR_WEAPON], ShadeForWeapon(DEVISTATOR_WEAPON), 2); DrawWeaponNum(9, x + 70, y + 6, p->ammo_amount[TRIPBOMB_WEAPON], max_ammo_amount[TRIPBOMB_WEAPON], ShadeForWeapon(TRIPBOMB_WEAPON), 2); DrawWeaponNum(0, x + 70, y + 12, p->ammo_amount[FREEZE_WEAPON], max_ammo_amount[FREEZE_WEAPON], ShadeForWeapon(FREEZE_WEAPON), 2); } //========================================================================== // // Status bar drawer // //========================================================================== void Statusbar(int snum) { auto p = &ps[snum]; int h = tilesiz[TILE_BOTTOMSTATUSBAR].y; int top = 200 - h; BeginStatusBar(320, 200, h, true); DrawInventory(p, 160, 154, 0); DrawGraphic(tileGetTexture(TILE_BOTTOMSTATUSBAR), 0, top, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1); FString format; if (ud.multimode > 1 && !ud.coop) { DrawGraphic(tileGetTexture(KILLSICON), 228, top + 8, DI_ITEM_OFFSETS, 1, 0, 0, 1, 1); format.Format("%d", max(p->frag - p->fraggedself, 0)); SBar_DrawString(this, &digiFont, format, 287, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1); } else { auto key = tileGetTexture(ACCESS_ICON); if (p->got_access & 4) DrawGraphic(key, 275, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 23)); if (p->got_access & 2) DrawGraphic(key, 288, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 21)); if (p->got_access & 1) DrawGraphic(key, 281, top + 23, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 0)); } DrawWeaponAmounts(p, 96, top + 15.5); int num = (sprite[p->i].pal == 1 && p->last_extra < 2) ? 1 : p->last_extra; format.Format("%d", num); SBar_DrawString(this, &digiFont, format, 31, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1); format.Format("%d", GetMoraleOrShield(p, snum)); SBar_DrawString(this, &digiFont, format, 64, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1); if (p->curr_weapon != KNEE_WEAPON) { int wep = (p->curr_weapon == HANDREMOTE_WEAPON)? HANDBOMB_WEAPON : p->curr_weapon; format.Format("%d", p->ammo_amount[wep]); SBar_DrawString(this, &digiFont, format, 208, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1); } int icon = p->inven_icon; if (icon) { int x = 231; if (icon < ICON_MAX) DrawGraphic(tileGetTexture(item_icons[icon]), x, top + 20, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, -1, -1, 1, 1); int percentv = getinvamount(p); format.Format("%3d%%", percentv); EColorRange color = percentv > 50 ? CR_GREEN : percentv > 25 ? CR_GOLD : CR_RED; SBar_DrawString(this, &indexFont, format, x + 34, top + 24, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1); auto text = ontext(p); if (text.first) SBar_DrawString(this, &miniFont, text.first, x + 34, top + 14, DI_TEXT_ALIGN_RIGHT, text.second, 1, 0, 0, 1, 1); } PrintLevelStats(-1); } }; void PrintLevelName_d(double alpha); void drawstatusbar_d(int snum) { DDukeStatusBar dsb; if (hud_size >= 9) { dsb.DrawHud(snum, hud_size == 11 ? 0 : hud_size == 10 ? 1 : 2); } else { dsb.Statusbar(snum); } if (hud_showmapname && levelTextTime > 1 && !M_Active()) { double alpha; if (levelTextTime > 16) alpha = 1.; else alpha = (levelTextTime) / 16.; PrintLevelName_d(alpha); } } END_DUKE_NS