mirror of
https://github.com/ZDoom/Raze.git
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100 lines
3.3 KiB
C++
100 lines
3.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2020-2021 Christoph Oelckers
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This file is part of Raze.
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This 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 <stdlib.h>
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#include <string.h>
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#include "build.h"
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#include "v_font.h"
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#include "blood.h"
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#include "zstring.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "statusbar.h"
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#include "automap.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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CVARD(Bool, hud_powerupduration, true, CVAR_ARCHIVE/*|CVAR_FRONTEND_BLOOD*/, "enable/disable displaying the remaining seconds for power-ups")
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CVAR(Bool, hud_ctf_vanilla, false, CVAR_ARCHIVE)
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BEGIN_BLD_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void UpdateFrame(void)
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{
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auto tex = tileGetTexture(kBackTile);
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int width = twod->GetWidth();
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int height = twod->GetHeight();
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twod->AddFlatFill(0, 0, width, viewport3d.Top() - 3, tex);
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twod->AddFlatFill(0, viewport3d.Bottom() + 3, width, height, tex);
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twod->AddFlatFill(0, viewport3d.Top() - 3, viewport3d.Left() - 3, viewport3d.Bottom() + 3, tex);
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twod->AddFlatFill(viewport3d.Right() + 3, viewport3d.Top() - 3, width, viewport3d.Bottom() + 3, tex);
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twod->AddFlatFill(viewport3d.Left() - 3, viewport3d.Top() - 3, viewport3d.Left(), viewport3d.Bottom(), tex, 0, 1, 0xff545454);
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twod->AddFlatFill(viewport3d.Left(), viewport3d.Top() - 3, viewport3d.Right() + 3, viewport3d.Top(), tex, 0, 1, 0xff545454);
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twod->AddFlatFill(viewport3d.Right(), viewport3d.Top(), viewport3d.Right() + 3, viewport3d.Bottom() + 3, tex, 0, 1, 0xff2a2a2a);
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twod->AddFlatFill(viewport3d.Left() - 3, viewport3d.Bottom(), viewport3d.Right(), viewport3d.Bottom() + 3, tex, 0, 1, 0xff2a2a2a);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void UpdateStatusBar(PLAYER* pPlayer)
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{
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if (automapMode == am_off && hud_size <= Hud_Stbar)
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{
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UpdateFrame();
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}
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SummaryInfo sum;
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if (gGameOptions.nGameType == 3)
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{
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sum.kills = pPlayer ? pPlayer->fragCount : 0;
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sum.maxkills = -3;
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}
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else
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{
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sum.kills = gKillMgr.Kills;
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sum.maxkills = gKillMgr.TotalKills;
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}
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sum.secrets = gSecretMgr.Founds;
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sum.supersecrets = gSecretMgr.Super;
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sum.maxsecrets = max(gSecretMgr.Founds, gSecretMgr.Total); // If we found more than there are, increase the total. Some levels have a bugged counter.
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sum.time = Scale(PlayClock, 1000, 120);
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UpdateStatusBar(&sum);
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}
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END_BLD_NS
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