raze/source/games/blood/src/sbar.cpp
Christoph Oelckers 80404558f6 - RR: Fixed the drink and eat meters on the status bar.
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00

870 lines
31 KiB
C++

//-------------------------------------------------------------------------
/*
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 <stdlib.h>
#include <string.h>
#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<DHUDFont*> smallf, tinyf;
public:
DBloodStatusBar()
{
smallf = Create<DHUDFont>(SmallFont, 0, Off, 0, 0 );
tinyf = Create<DHUDFont>(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