raze/wadsrc/static/zscript/games/duke/ui/sbar.zs
Christoph Oelckers f84f58e714 - ported Duke and RR status bars.
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00

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Text

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020-2021 - 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.
*/
//-------------------------------------------------------------------------
class DukeCommonStatusBar : RazeStatusBar
{
HUDFont numberFont;
HUDFont miniFont;
HUDFont digiFont;
double scale;
Array<String> ammo_sprites;
Array<String> item_icons;
int tileHeight(String tex)
{
let img = TexMan.CheckForTexture(tex, TexMan.TYPE_Any);
let siz = TexMan.GetScaledSize(img);
return int(siz.Y);
}
//==========================================================================
//
// Frag bar - todo
//
//==========================================================================
/*
void displayfragbar(void)
{
short i, j;
j = 0;
for (i = connecthead; i >= 0; i = connectpoint2[i])
if (i > j) j = i;
auto tex = tileGetTexture(TILE_FRAGBAR);
for (int y = 0; y < 32; y += 8)
DrawTexture(twod, tex, 0, 0, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, 1.001, DTA_ScaleY, 1.001, TAG_Done);
for (i = connecthead; i >= 0; i = connectpoint2[i])
{
m initext(21 + (73 * (i & 3)), 2 + ((i & 28) << 1), &ud.user_name[i][0], ps[i].GetActor().s.pal, 2 + 8 + 16 + 128);
sprintf(tempbuf, "%d", ps[i].frag - ps[i].fraggedself);
m initext(17 + 50 + (73 * (i & 3)), 2 + ((i & 28) << 1), tempbuf, ps[i].GetActor().s.pal, 2 + 8 + 16 + 128);
}
}
*/
//==========================================================================
//
// Common inventory icon code for all styles
//
//==========================================================================
String, int ontext(DukePlayer p)
{
String first = "";
int second = 6;
int onstate = 0x80000000;
switch (p.inven_icon)
{
case Duke.ICON_HOLODUKE:
onstate = p.holoduke_on != null;
break;
case Duke.ICON_JETPACK:
onstate = p.jetpack_on;
break;
case Duke.ICON_HEATS:
onstate = p.heat_on;
break;
}
// Texts are intentionally not translated because the font is too small for making localization work and the translated words are too long.
if (onstate != 0x80000000 && !(gameinfo.gameType & (GAMEFLAG_WW2GI|GAMEFLAG_RRALL)))
{
second = onstate > 0 ? 0 : 2;
first = onstate > 0 ? "ON" : "OFF";
}
if (p.inven_icon >= Duke.ICON_SCUBA)
{
second = 2;
first = "AUTO";
}
return first, second;
}
//==========================================================================
//
// draws the inventory selector
//
//==========================================================================
void DrawInventory(DukePlayer p, double x, double y, int align)
{
if (p.invdisptime <= 0)return;
int n = 0, j = 0;
if (p.firstaid_amount > 0) { n |= 1; j++; }
if (p.steroids_amount > 0) { n |= 2; j++; }
if (p.holoduke_amount > 0) { n |= 4; j++; }
if (p.jetpack_amount > 0) { n |= 8; j++; }
if (p.heat_amount > 0) { n |= 16; j++; }
if (p.scuba_amount > 0) { n |= 32; j++; }
if (p.boot_amount > 0) { n |= 64; j++; }
x -= (j * 11);
y -= 6;
align |= DI_ITEM_CENTER;
for(int bit = 0; bit < 7; bit++)
{
int i = 1 << bit;
if (n & i)
{
int select = 1 << (p.inven_icon - 1);
double alpha = select == i ? 1.0 : 0.7;
DrawImage(item_icons[bit+1], (x, y), align, alpha, scale:(scale, scale));
if (select == i) DrawImage("ARROW", (Raze.isWW2GI()? x + 7.5 : x, Raze.isWW2GI()? y + 0.5 : y), align, alpha, scale:(scale, scale));
x += 22;
}
}
}
//==========================================================================
//
// Statistics output
//
//==========================================================================
void DoLevelStats(int bottomy, SummaryInfo info)
{
StatsPrintInfo stats;
stats.fontscale = Raze.isRR() ? 0.5 : 1.;
stats.screenbottomspace = bottomy;
stats.statfont = SmallFont;
if (Raze.isNamWW2GI())
{
// The stock font of these games is totally unusable for this.
stats.statfont = ConFont;
stats.spacing = ConFont.GetHeight() + 1;
}
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.
let p = StringTable.Localize("$REQUIRED_CHARACTERS");
if (p.length() > 0) textfont = true;
}
if (!textfont)
{
stats.statfont = SmallFont2;
stats.spacing = 6;
}
else stats.spacing = stats.statfont.GetHeight() + 1;
stats.standardColor = (Raze.isNamWW2GI() && am_textfont)? Font.TEXTCOLOR_ORANGE : Font.TEXTCOLOR_UNTRANSLATED;
stats.letterColor = Font.TEXTCOLOR_GOLD;
PrintAutomapInfo(stats, textfont);
}
else if (hud_stats)
{
stats.spacing = Raze.isRR() ? 10 : 7;
stats.letterColor = Font.TEXTCOLOR_ORANGE;
if (Raze.isNamWW2GI())
{
stats.standardColor = Font.TEXTCOLOR_YELLOW;
stats.completeColor = Font.TEXTCOLOR_FIRE;
}
else if (!Raze.isRR())
{
stats.standardColor = Font.TEXTCOLOR_CREAM;
stats.completeColor = Font.TEXTCOLOR_FIRE;
}
else
{
stats.standardColor =
stats.completeColor = Font.TEXTCOLOR_UNTRANSLATED;
}
PrintLevelStats(stats, info);
}
}
}