raze/source/games/duke/src/sbar_d.cpp
Mitchell Richters afb09456e0 - Duke: Migrate away from using totalclock and use new game-specific gameclock with underlying timer code in common.
* Build timer still requires initialisation due to multiple `timerSetCallback()` that still need to work.

# Conflicts:
#	source/core/menu/menu.cpp
#	source/games/duke/src/game.cpp
2020-08-25 19:47:31 +02:00

458 lines
16 KiB
C++

//-------------------------------------------------------------------------
/*
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 <array>
#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)
{
FString format;
FGameTexture* img;
double imgScale;
double baseScale = (scale * numberFont.mFont->GetHeight()) * 0.7;
double texty = -numberFont.mFont->GetHeight() + (isNamWW2GI() ? 2 : 4.5);
//
// Health
//
img = tileGetTexture(isNamWW2GI()? FIRSTAID_ICON : COLA);
imgScale = baseScale / img->GetDisplayHeight();
DrawGraphic(img, 2, -1.5, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, imgScale, imgScale);
if (!althud_flashing || p->last_extra > (max_player_health >> 2) || (gameclock & 32) || (sprite[p->i].pal == 1 && p->last_extra < 2))
{
int s = -8;
if (althud_flashing && p->last_extra > max_player_health)
s += (sintable[(gameclock << 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, 25, texty, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
}
//
// Armor
//
img = tileGetTexture(SHIELD);
imgScale = baseScale / img->GetDisplayHeight();
DrawGraphic(img, 67.375, -1.5, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, imgScale, imgScale);
format.Format("%d", GetMoraleOrShield(p, snum));
SBar_DrawString(this, &numberFont, format, 85, texty, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
//
// Weapon
//
int weapon = p->curr_weapon;
if (weapon == HANDREMOTE_WEAPON) weapon = HANDBOMB_WEAPON;
int wicon = ammo_sprites[p->curr_weapon];
if (wicon > 0)
{
format.Format("%d", p->ammo_amount[weapon]);
img = tileGetTexture(wicon);
imgScale = baseScale / img->GetDisplayHeight();
auto imgX = 20.;
auto strlen = format.Len();
if (strlen > 1)
{
imgX += (imgX * 0.6) * (strlen - 1);
}
if (p->curr_weapon != KNEE_WEAPON && (!althud_flashing || gameclock & 32 || p->ammo_amount[weapon] > (max_ammo_amount[weapon] / 10)))
{
SBar_DrawString(this, &numberFont, format, -3, texty, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
}
DrawGraphic(img, -imgX, -1.5, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, imgScale, imgScale);
}
//
// Selected inventory item
//
unsigned icon = p->inven_icon;
if (icon > 0)
{
int x = 128;
if (icon < ICON_MAX)
{
img = tileGetTexture(item_icons[icon]);
imgScale = baseScale / img->GetDisplayHeight();
DrawGraphic(img, x, -1.5, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, imgScale, imgScale);
}
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 + 36.5, -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 + 36.5, -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), -12, -23.5, DI_ITEM_RIGHT, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 0));
if (p->got_access & 4) DrawGraphic(tileGetTexture(ACCESSCARD), -7 , -21.5, DI_ITEM_RIGHT, 1, -1, -1, 0.5, 0.5, 0xffffffff, TRANSLATION(Translation_Remap, 23));
if (p->got_access & 2) DrawGraphic(tileGetTexture(ACCESSCARD), -2 , -19.5, DI_ITEM_RIGHT, 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, 20, -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, 52, -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, -13.5, 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() - 3, 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, 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);
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);
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, 275.5, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 23));
if (p->got_access & 2) DrawGraphic(key, 288.5, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 21));
if (p->got_access & 1) DrawGraphic(key, 282, 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, 63, 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, 207, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
}
int icon = p->inven_icon;
if (icon)
{
int x = 232;
if (icon < ICON_MAX)
DrawGraphic(tileGetTexture(item_icons[icon]), x, top + 20.5, 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 >= Hud_Mini)
{
dsb.DrawHud(snum, hud_size == Hud_Nothing ? 0 : hud_size == Hud_full ? 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