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bf577916ec
With the exception of isWorldTour, isPlutoPak and isShareware when playing Duke these are always constant and this way can be used to completely eliminate unneeded code.
211 lines
No EOL
5.8 KiB
Text
211 lines
No EOL
5.8 KiB
Text
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020-2021 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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class DukeCommonStatusBar : RazeStatusBar
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{
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HUDFont numberFont;
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HUDFont miniFont;
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HUDFont digiFont;
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double scale;
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Array<String> ammo_sprites;
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Array<String> item_icons;
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int tileHeight(String tex)
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{
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let img = TexMan.CheckForTexture(tex, TexMan.TYPE_Any);
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let siz = TexMan.GetScaledSize(img);
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return int(siz.Y);
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}
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//==========================================================================
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//
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// Frag bar - todo
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//
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//==========================================================================
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/*
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void displayfragbar(void)
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{
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short i, j;
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j = 0;
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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if (i > j) j = i;
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auto tex = ("FRAGBAR");
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for (int y = 0; y < 32; y += 8)
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DrawTexture(twod, tex, 0, 0, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, 1.001, DTA_ScaleY, 1.001, TAG_Done);
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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{
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m initext(21 + (73 * (i & 3)), 2 + ((i & 28) << 1), &ud.user_name[i][0], ps[i].GetActor().s.pal, 2 + 8 + 16 + 128);
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sprintf(tempbuf, "%d", ps[i].frag - ps[i].fraggedself);
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m initext(17 + 50 + (73 * (i & 3)), 2 + ((i & 28) << 1), tempbuf, ps[i].GetActor().s.pal, 2 + 8 + 16 + 128);
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}
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}
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*/
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//==========================================================================
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//
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// Common inventory icon code for all styles
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//
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//==========================================================================
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String, int ontext(DukePlayer p)
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{
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String first = "";
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int second = 6;
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int onstate = 0x80000000;
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switch (p.inven_icon)
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{
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case Duke.ICON_HOLODUKE:
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onstate = p.holoduke_on != null;
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break;
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case Duke.ICON_JETPACK:
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onstate = p.jetpack_on;
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break;
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case Duke.ICON_HEATS:
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onstate = p.heat_on;
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break;
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}
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// Texts are intentionally not translated because the font is too small for making localization work and the translated words are too long.
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if (onstate != 0x80000000 && !(gameinfo.gameType & (GAMEFLAG_WW2GI|GAMEFLAG_RRALL)))
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{
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second = onstate > 0 ? 0 : 2;
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first = onstate > 0 ? "ON" : "OFF";
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}
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if (p.inven_icon >= Duke.ICON_SCUBA)
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{
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second = 2;
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first = "AUTO";
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}
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return first, second;
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}
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//==========================================================================
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//
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// draws the inventory selector
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//
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//==========================================================================
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void DrawInventory(DukePlayer p, double x, double y, int align)
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{
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if (p.invdisptime <= 0)return;
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int n = 0, j = 0;
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if (p.firstaid_amount > 0) { n |= 1; j++; }
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if (p.steroids_amount > 0) { n |= 2; j++; }
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if (p.holoduke_amount > 0) { n |= 4; j++; }
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if (p.jetpack_amount > 0) { n |= 8; j++; }
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if (p.heat_amount > 0) { n |= 16; j++; }
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if (p.scuba_amount > 0) { n |= 32; j++; }
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if (p.boot_amount > 0) { n |= 64; j++; }
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x -= (j * 11);
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y -= 6;
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align |= DI_ITEM_CENTER;
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for(int bit = 0; bit < 7; bit++)
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{
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int i = 1 << bit;
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if (n & i)
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{
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int select = 1 << (p.inven_icon - 1);
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double alpha = select == i ? 1.0 : 0.7;
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DrawImage(item_icons[bit+1], (x, y), align, alpha, scale:(scale, scale));
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if (select == i) DrawImage("ARROW", (isWW2GI()? x + 7.5 : x, isWW2GI()? y + 0.5 : y), align, alpha, scale:(scale, scale));
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x += 22;
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}
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}
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}
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//==========================================================================
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//
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// Statistics output
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//
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//==========================================================================
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void DoLevelStats(int bottomy, SummaryInfo info)
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{
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StatsPrintInfo stats;
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stats.fontscale = isRR() ? 0.5 : 1.;
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stats.screenbottomspace = bottomy;
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int y = -1;
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int mask = 1;
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if (automapMode == am_full)
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{
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stats.statfont = SmallFont2;
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stats.spacing = 6;
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if (isNamWW2GI()) stats.altspacing = 10;
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else if (!isRR()) stats.altspacing = 11;
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else stats.altspacing = 14;
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stats.standardColor = Font.TEXTCOLOR_UNTRANSLATED;
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stats.letterColor = Font.TEXTCOLOR_GOLD;
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y = PrintAutomapInfo(stats, info, false);
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mask = 2;
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}
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if (hud_stats & mask)
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{
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stats.statfont = SmallFont;
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stats.letterColor = Font.TEXTCOLOR_ORANGE;
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if (isNamWW2GI())
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{
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stats.statfont = ConFont;
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stats.spacing = 8;
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stats.standardColor = Font.TEXTCOLOR_YELLOW;
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stats.completeColor = Font.TEXTCOLOR_FIRE;
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}
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else if (!isRR())
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{
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stats.spacing = 7;
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stats.standardColor = Font.TEXTCOLOR_CREAM;
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stats.completeColor = Font.TEXTCOLOR_FIRE;
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}
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else
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{
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stats.spacing = 10;
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stats.standardColor =
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stats.completeColor = Font.TEXTCOLOR_UNTRANSLATED;
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}
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PrintLevelStats(stats, info, y);
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}
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}
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} |