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7ad0750839
Mainly done so later the script export can be done more easily. This also renames a few of the affected variables for clarity.
466 lines
16 KiB
C++
466 lines
16 KiB
C++
//-------------------------------------------------------------------------
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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 - 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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#include "ns.h" // Must come before everything else!
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#include <array>
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#include "v_font.h"
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#include "duke3d.h"
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#include "compat.h"
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#include "sbar.h"
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#include "statusbar.h"
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#include "v_draw.h"
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#include "names_d.h"
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#include "texturemanager.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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//==========================================================================
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//
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// very much a dummy to access the methods.
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// The goal is to export this to a script.
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//
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//==========================================================================
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class DDukeStatusBar : public DDukeCommonStatusBar
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{
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DECLARE_CLASS(DDukeStatusBar, DDukeCommonStatusBar)
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public:
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DDukeStatusBar()
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{
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numberFont = Create<DHUDFont>( BigFont, 0, Off, 1, 1 );
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indexFont = Create<DHUDFont>(IndexFont, 4, CellRight, 1, 1 );
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miniFont = Create<DHUDFont>(SmallFont2, 0, Off, 1, 1 );
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digiFont = Create<DHUDFont>(DigiFont, 1, Off, 1, 1 );
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// optionally draw at the top of the screen.
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SetSize(tileHeight(TILE_BOTTOMSTATUSBAR));
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scale = 1;
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ammo_sprites = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, RPGAMMO, HBOMBAMMO, CRYSTALAMMO, DEVISTATORAMMO, TRIPBOMBSPRITE, FREEZEAMMO + 1, HBOMBAMMO, GROWAMMO, FLAMETHROWERAMMO + 1 };
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item_icons = { 0, FIRSTAID_ICON, STEROIDS_ICON, HOLODUKE_ICON, JETPACK_ICON, HEAT_ICON, AIRTANK_ICON, BOOT_ICON };
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}
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//==========================================================================
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//
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// Helpers
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//
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//==========================================================================
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int getinvamount(const struct player_struct* p)
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{
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switch (p->inven_icon)
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{
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case ICON_FIRSTAID:
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return p->firstaid_amount;
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case ICON_STEROIDS:
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return (p->steroids_amount + 3) >> 2;
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case ICON_HOLODUKE:
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return (p->holoduke_amount + 15) / 24;
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case ICON_JETPACK:
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return (p->jetpack_amount + 15) >> 4;
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case ICON_HEATS:
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return p->heat_amount / 12;
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case ICON_SCUBA:
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return (p->scuba_amount + 63) >> 6;
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case ICON_BOOTS:
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return p->boot_amount >> 1;
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}
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return -1;
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}
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int GetMoraleOrShield(struct player_struct *p, int snum)
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{
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// special handling for WW2GI
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int lAmount = GetGameVar("PLR_MORALE", -1, p->GetActor(), snum);
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if (lAmount == -1) lAmount = p->shield_amount;
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return lAmount;
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}
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//==========================================================================
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//
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// Fullscreen HUD variant #1
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//
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//==========================================================================
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void FullscreenHUD1(struct player_struct* p, int snum)
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{
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FString format;
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FGameTexture* img;
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double imgScale;
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double baseScale = (scale * numberFont->mFont->GetHeight()) * (isNamWW2GI() ? 0.65 : !isPlutoPak() ? 0.75 : 0.7);
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double texty = -numberFont->mFont->GetHeight() + (isNamWW2GI() ? 2.5 : !isPlutoPak() ? 3.5 : 4.5);
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//
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// Health
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//
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img = tileGetTexture(isNamWW2GI()? FIRSTAID_ICON : COLA);
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imgScale = baseScale / img->GetDisplayHeight();
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DrawGraphic(img, 2, -1.5, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, imgScale, imgScale);
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if (!althud_flashing || p->last_extra > (gs.max_player_health >> 2) || (ud.levelclock & 32) || (p->GetActor()->s.pal == 1 && p->last_extra < 2))
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{
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int s = -8;
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if (althud_flashing && p->last_extra > gs.max_player_health)
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s += bsin(I_GetBuildTime() << 5) / 768;
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int intens = clamp(255 - 6 * s, 0, 255);
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format.Format("%d", p->last_extra);
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SBar_DrawString(this, numberFont, format, 25, texty, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, intens / 255., 0, 0, 1, 1);
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}
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//
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// Armor
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//
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img = tileGetTexture(SHIELD);
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imgScale = baseScale / img->GetDisplayHeight();
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DrawGraphic(img, 67.375, -1.5, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, imgScale, imgScale);
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format.Format("%d", GetMoraleOrShield(p, snum));
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SBar_DrawString(this, numberFont, format, 85, texty, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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//
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// Weapon
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//
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int weapon = p->curr_weapon;
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if (weapon == HANDREMOTE_WEAPON) weapon = HANDBOMB_WEAPON;
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int wicon = ammo_sprites[weapon];
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if (wicon > 0)
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{
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int ammo = p->ammo_amount[weapon];
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if (weapon != PISTOL_WEAPON || (weapon == PISTOL_WEAPON && !cl_showmagamt))
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{
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format.Format("%d", ammo);
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}
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else
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{
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short clip = CalcMagazineAmount(ammo, isNam() ? 20 : 12, p->kickback_pic >= 1);
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format.Format("%d/%d", clip, ammo - clip);
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}
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img = tileGetTexture(wicon);
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imgScale = baseScale / img->GetDisplayHeight();
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auto imgX = 20.;
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auto strlen = format.Len();
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if (strlen > 1)
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{
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imgX += (imgX * 0.6) * (strlen - 1);
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}
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if (weapon != KNEE_WEAPON && (!althud_flashing || ud.levelclock & 32 || ammo > (gs.max_ammo_amount[weapon] / 10)))
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{
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SBar_DrawString(this, numberFont, format, -3, texty, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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DrawGraphic(img, -imgX, -1.5, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, imgScale, imgScale);
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}
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//
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// Selected inventory item
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//
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unsigned icon = p->inven_icon;
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if (icon > 0)
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{
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int x = 128;
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if (icon < ICON_MAX)
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{
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img = tileGetTexture(item_icons[icon]);
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imgScale = baseScale / img->GetDisplayHeight();
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DrawGraphic(img, x, -1.5, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, imgScale, imgScale);
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}
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int percentv = getinvamount(p);
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format.Format("%3d%%", percentv);
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int color = percentv > 50 ? 11 : percentv > 25 ? 23 : 2;
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SBar_DrawString(this, miniFont, format, x + 36.5, -indexFont->mFont->GetHeight() + 0.5, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1, TRANSLATION(Translation_Remap, color));
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auto text = ontext(p);
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if (text.first) SBar_DrawString(this, miniFont, text.first, x + 36.5, -miniFont->mFont->GetHeight() - 9.5, DI_TEXT_ALIGN_RIGHT,
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CR_UNDEFINED, 1, 0, 0, 1, 1, TRANSLATION(Translation_Remap, text.second));
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}
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//
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// keys
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//
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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));
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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));
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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));
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}
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//==========================================================================
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//
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// Fullscreen HUD variant #2
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//
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//==========================================================================
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void FullscreenHUD2(struct player_struct *p)
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{
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//
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// health
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//
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DrawGraphic(tileGetTexture(HEALTHBOX), 5, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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int health = (p->GetActor()->s.pal == 1 && p->last_extra < 2) ? 1 : p->last_extra;
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FStringf format("%d", health);
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SBar_DrawString(this, digiFont, format, 20, -digiFont->mFont->GetHeight() * scale - 3, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, scale, scale);
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//
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// ammo
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//
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DrawGraphic(tileGetTexture(AMMOBOX), 37, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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int wp = (p->curr_weapon == HANDREMOTE_WEAPON) ? HANDBOMB_WEAPON : p->curr_weapon;
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format.Format("%d", p->ammo_amount[wp]);
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SBar_DrawString(this, digiFont, format, 52, -digiFont->mFont->GetHeight() * scale - 3, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, scale, scale);
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//
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// inventory
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//
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unsigned icon = p->inven_icon;
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if (icon > 0)
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{
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int x = 73;
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DrawGraphic(tileGetTexture(INVENTORYBOX), 69, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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if (icon < ICON_MAX)
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DrawGraphic(tileGetTexture(item_icons[icon]), x, -13.5, DI_ITEM_LEFT|DI_ITEM_VCENTER, 1, -1, -1, scale, scale);
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int percentv = getinvamount(p);
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format.Format("%3d%%", percentv);
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int color = percentv > 50 ? 11 : percentv > 25 ? 23 : 2;
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SBar_DrawString(this, miniFont, format, x + 34, -indexFont->mFont->GetHeight() - 3, DI_TEXT_ALIGN_RIGHT, color, 1, 0, 0, 1, 1, TRANSLATION(Translation_Remap, color));
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auto text = ontext(p);
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if (text.first) SBar_DrawString(this, miniFont, text.first, x + 34, -miniFont->mFont->GetHeight() - 14, DI_TEXT_ALIGN_RIGHT, CR_UNDEFINED, 1, 0, 0, 1, 1, TRANSLATION(Translation_Remap, text.second));
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}
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}
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//==========================================================================
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//
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// Fullscreen HUD drawer
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//
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//==========================================================================
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void DrawHud(int snum, int style)
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{
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auto p = &ps[snum];
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BeginHUD(320, 200, 1.f);
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if (style == 1)
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{
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DrawInventory(p, 0, -46, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD1(p, snum);
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PrintLevelStats(tileHeight(BIGALPHANUM) +10);
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}
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else if (style == 2)
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{
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DrawInventory(p, (ud.multimode > 1) ? 56 : 65, -28, DI_SCREEN_CENTER_BOTTOM);
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FullscreenHUD2(p);
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PrintLevelStats(tileHeight(HEALTHBOX) + 4);
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}
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else
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{
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DrawInventory(p, 0, -28, DI_SCREEN_CENTER_BOTTOM);
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PrintLevelStats(2);
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}
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}
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//==========================================================================
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//
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// Helper for weapon display
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//
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//==========================================================================
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void DrawWeaponNum(int index, double x, double y, int num1, int num2, int shade, int numdigits)
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{
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/*
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if (isShareware() && (ind > HANDBOMB_WEAPON || ind < 0))
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{
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minitextshade(x + 1, y - 4, "ORDER", 20, 11, 2 + 8 + 16 + ROTATESPRITE_MAX);
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return;
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}
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*/
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FString format;
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bool parsedDivisor = false;
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if (numdigits == 2)
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{
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if (num1 > 99) num1 = 99;
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if (num2 > 99) num2 = 99;
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format.Format("%2d/%d", num1, num2);
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}
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else
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{
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if (num1 > 999) num1 = 999;
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if (num2 > 999) num2 = 999;
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format.Format("%3d/%d", num1, num2);
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}
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y--;
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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));
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auto pe = LightForShade(shade);
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DrawGraphic(tileGetTexture(THREEBYFIVE + 10), x - 3, y, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, 0, 0, 1, 1, pe);
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for (size_t i = 0; i < format.Len(); i++)
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{
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if (format[i] != ' ')
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{
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char c = format[i] == '/' ? 11 : format[i] - '0';
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DrawGraphic(tileGetTexture(THREEBYFIVE + c), x + 4 * i + (parsedDivisor ? 1 : 0), y, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, 0, 0, 1, 1, pe);
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}
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if (format[i] == '/')
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{
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parsedDivisor = true;
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}
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}
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}
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//==========================================================================
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//
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// Weapon display (Duke only)
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//
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//==========================================================================
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void DrawWeaponAmounts(const struct player_struct* p, double x, double y)
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{
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int cw = p->curr_weapon;
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auto ShadeForWeapon = [=](int weapon, int optweapon = -1)
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{
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// Headache-inducing math at play here.
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return (((!p->ammo_amount[weapon]) | (!p->gotweapon[weapon])) * 9) + 12 - 18 * ((cw == weapon) || (optweapon != -1 && cw == optweapon));
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};
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DrawWeaponNum(2, x, y, p->ammo_amount[PISTOL_WEAPON], gs.max_ammo_amount[PISTOL_WEAPON], 12 - 20 * (cw == PISTOL_WEAPON), 3);
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DrawWeaponNum(3, x, y + 6, p->ammo_amount[SHOTGUN_WEAPON], gs.max_ammo_amount[SHOTGUN_WEAPON], ShadeForWeapon(SHOTGUN_WEAPON), 3);
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DrawWeaponNum(4, x, y + 12, p->ammo_amount[CHAINGUN_WEAPON], gs.max_ammo_amount[CHAINGUN_WEAPON], ShadeForWeapon(CHAINGUN_WEAPON), 3);
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DrawWeaponNum(5, x + 39, y, p->ammo_amount[RPG_WEAPON], gs.max_ammo_amount[RPG_WEAPON], ShadeForWeapon(RPG_WEAPON), 2);
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DrawWeaponNum(6, x + 39, y + 6, p->ammo_amount[HANDBOMB_WEAPON], gs.max_ammo_amount[HANDBOMB_WEAPON], ShadeForWeapon(HANDBOMB_WEAPON, HANDREMOTE_WEAPON), 2);
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if (p->subweapon & (1 << GROW_WEAPON)) // original code says: if(!p->ammo_amount[SHRINKER_WEAPON] || cw == GROW_WEAPON)
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DrawWeaponNum(7, x + 39, y + 12, p->ammo_amount[GROW_WEAPON], gs.max_ammo_amount[GROW_WEAPON], ShadeForWeapon(GROW_WEAPON), 2);
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else
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DrawWeaponNum(7, x + 39, y + 12, p->ammo_amount[SHRINKER_WEAPON], gs.max_ammo_amount[SHRINKER_WEAPON], ShadeForWeapon(SHRINKER_WEAPON), 2);
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DrawWeaponNum(8, x + 70, y, p->ammo_amount[DEVISTATOR_WEAPON], gs.max_ammo_amount[DEVISTATOR_WEAPON], ShadeForWeapon(DEVISTATOR_WEAPON), 2);
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DrawWeaponNum(9, x + 70, y + 6, p->ammo_amount[TRIPBOMB_WEAPON], gs.max_ammo_amount[TRIPBOMB_WEAPON], ShadeForWeapon(TRIPBOMB_WEAPON), 2);
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DrawWeaponNum(0, x + 70, y + 12, p->ammo_amount[FREEZE_WEAPON], gs.max_ammo_amount[FREEZE_WEAPON], ShadeForWeapon(FREEZE_WEAPON), 2);
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}
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//==========================================================================
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//
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// Status bar drawer
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//
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//==========================================================================
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void Statusbar(int snum)
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{
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auto p = &ps[snum];
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int h = tileHeight(BOTTOMSTATUSBAR);
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int top = 200 - h;
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int left = (320 - tileWidth(BOTTOMSTATUSBAR)) / 2;
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BeginStatusBar(320, 200, h);
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DrawInventory(p, 160, 154, 0);
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if (hud_size == Hud_StbarOverlay) Set43ClipRect();
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DrawGraphic(tileGetTexture(BOTTOMSTATUSBAR), left, top, DI_ITEM_LEFT_TOP, 1, -1, -1, 1, 1);
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twod->ClearClipRect();
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FString format;
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if (ud.multimode > 1 && !ud.coop)
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{
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DrawGraphic(tileGetTexture(KILLSICON), 228, top + 8, DI_ITEM_OFFSETS, 1, 0, 0, 1, 1);
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format.Format("%d", max(p->frag - p->fraggedself, 0));
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SBar_DrawString(this, digiFont, format, 287, top + 17, DI_TEXT_ALIGN_CENTER, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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else
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{
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auto key = tileGetTexture(ACCESS_ICON);
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if (p->got_access & 4) DrawGraphic(key, 275.5, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 23));
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if (p->got_access & 2) DrawGraphic(key, 288.5, top + 16, DI_ITEM_OFFSETS, 1, -1, -1, 1, 1, 0xffffffff, TRANSLATION(Translation_Remap, 21));
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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 = (p->GetActor()->s.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);
|
|
int color = percentv > 50 ? 11 : percentv > 25 ? 23 : 2;
|
|
SBar_DrawString(this, miniFont, format, x + 34, top + 24, DI_TEXT_ALIGN_RIGHT, CR_UNDEFINED, 1, 0, 0, 1, 1, TRANSLATION(Translation_Remap, color));
|
|
|
|
auto text = ontext(p);
|
|
if (text.first) SBar_DrawString(this, miniFont, text.first, x + 34, top + 14, DI_TEXT_ALIGN_RIGHT, CR_UNDEFINED, 1, 0, 0, 1, 1, TRANSLATION(Translation_Remap, text.second));
|
|
}
|
|
PrintLevelStats(-1);
|
|
}
|
|
|
|
void UpdateStatusBar()
|
|
{
|
|
if (hud_size >= Hud_Mini)
|
|
{
|
|
DrawHud(screenpeek, hud_size == Hud_Nothing ? 0 : hud_size == Hud_full ? 1 : 2);
|
|
}
|
|
else
|
|
{
|
|
Statusbar(screenpeek);
|
|
}
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_CLASS(DDukeStatusBar, false, false)
|
|
|
|
DBaseStatusBar* CreateDukeStatusBar()
|
|
{
|
|
return Create<DDukeStatusBar>();
|
|
}
|
|
|
|
END_DUKE_NS
|