// An almost 1:1 recreation of the UT HUD // Because this requires some flexibility, it barely makes use of the Statusbar // functions and instead uses the raw Screen API. Class ViewTracer : LineTracer { Actor ignore; override ETraceStatus TraceCallback() { if ( Results.HitType == TRACE_HitActor ) { if ( (Results.HitActor == ignore) || !Results.HitActor.player || !Results.HitActor.bSHOOTABLE || Results.HitActor.bINVISIBLE ) return TRACE_Skip; return TRACE_Stop; } else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) ) { if ( !Results.HitLine.sidedef[1] ) return TRACE_Stop; return TRACE_Skip; } return TRACE_Stop; } } Class UTHud : BaseStatusBar { TextureID AmmoBar, Boxes[4], Keys[4], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], WeaponBox; Class IconClasses[14]; double HScale; Color tintcolor, bgcolor; int opacity; int lastfrag, lastfragcnt, lastpickup, lastslot; ViewTracer vtracer; Actor lastseen; int lastseentic; bool showweapons, showfrags, showammo, showstatus, showinfo; double hudsize, weaponsize, statussize; HUDFont mConFont; // For easier UT Canvas drawing Color DrawColor, WhiteColor, GoldColor; double CurX, CurY; double FracTic; // Ugh... const TINTSTYLE = (1|2<<8|1<<16|12<<24); override void Init() { Super.Init(); SetSize(0,320,200); lastfrag = int.min; lastfragcnt = 0; vtracer = new("ViewTracer"); mConFont = HUDFont.Create("confont"); // Set defaults DrawColor = WhiteColor = "White"; GoldColor = "Gold"; // Load textures AmmoBar = TexMan.CheckForTexture("AmoBar",TexMan.Type_Any); Boxes[0] = TexMan.CheckForTexture("AmoBox",TexMan.Type_Any); Boxes[1] = TexMan.CheckForTexture("ArmoBox",TexMan.Type_Any); Boxes[2] = TexMan.CheckForTexture("HPBox",TexMan.Type_Any); Boxes[3] = TexMan.CheckForTexture("FragBox",TexMan.Type_Any); Keys[0] = TexMan.CheckForTexture("RKey",TexMan.Type_Any); Keys[1] = TexMan.CheckForTexture("BKey",TexMan.Type_Any); Keys[2] = TexMan.CheckForTexture("GKey",TexMan.Type_Any); Keys[3] = TexMan.CheckForTexture("Skul",TexMan.Type_Any); BigNum[0] = TexMan.CheckForTexture("Big0",TexMan.Type_Any); BigNum[1] = TexMan.CheckForTexture("Big1",TexMan.Type_Any); BigNum[2] = TexMan.CheckForTexture("Big2",TexMan.Type_Any); BigNum[3] = TexMan.CheckForTexture("Big3",TexMan.Type_Any); BigNum[4] = TexMan.CheckForTexture("Big4",TexMan.Type_Any); BigNum[5] = TexMan.CheckForTexture("Big5",TexMan.Type_Any); BigNum[6] = TexMan.CheckForTexture("Big6",TexMan.Type_Any); BigNum[7] = TexMan.CheckForTexture("Big7",TexMan.Type_Any); BigNum[8] = TexMan.CheckForTexture("Big8",TexMan.Type_Any); BigNum[9] = TexMan.CheckForTexture("Big9",TexMan.Type_Any); BigNum[10] = TexMan.CheckForTexture("BigColon",TexMan.Type_Any); BigNum[11] = TexMan.CheckForTexture("BigMinus",TexMan.Type_Any); Flash = TexMan.CheckForTexture("HFlash",TexMan.Type_Any); Slots[0] = TexMan.CheckForTexture("SlotImp",TexMan.Type_Any); Slots[1] = TexMan.CheckForTexture("SlotAuto",TexMan.Type_Any); Slots[2] = TexMan.CheckForTexture("SlotBio",TexMan.Type_Any); Slots[3] = TexMan.CheckForTexture("SlotASMD",TexMan.Type_Any); Slots[4] = TexMan.CheckForTexture("SlotPuls",TexMan.Type_Any); Slots[5] = TexMan.CheckForTexture("SlotRip",TexMan.Type_Any); Slots[6] = TexMan.CheckForTexture("SlotMini",TexMan.Type_Any); Slots[7] = TexMan.CheckForTexture("SlotFlak",TexMan.Type_Any); Slots[8] = TexMan.CheckForTexture("Slot8bal",TexMan.Type_Any); Slots[9] = TexMan.CheckForTexture("SlotRifl",TexMan.Type_Any); Icons[0] = TexMan.CheckForTexture("IconImpH",TexMan.Type_Any); Icons[1] = TexMan.CheckForTexture("IconAuto",TexMan.Type_Any); Icons[2] = TexMan.CheckForTexture("IconBio",TexMan.Type_Any); Icons[3] = TexMan.CheckForTexture("IconASMD",TexMan.Type_Any); Icons[4] = TexMan.CheckForTexture("IconPuls",TexMan.Type_Any); Icons[5] = TexMan.CheckForTexture("IconRip",TexMan.Type_Any); Icons[6] = TexMan.CheckForTexture("IconMini",TexMan.Type_Any); Icons[7] = TexMan.CheckForTexture("IconFlak",TexMan.Type_Any); Icons[8] = TexMan.CheckForTexture("Icon8bal",TexMan.Type_Any); Icons[9] = TexMan.CheckForTexture("IconRifl",TexMan.Type_Any); Icons[10] = TexMan.CheckForTexture("IconSaw",TexMan.Type_Any); Icons[11] = TexMan.CheckForTexture("IconTrns",TexMan.Type_Any); Icons[12] = TexMan.CheckForTexture("IconWarH",TexMan.Type_Any); Icons[13] = TexMan.CheckForTexture("IconASMD",TexMan.Type_Any); Uses[0] = TexMan.CheckForTexture("UseImpH",TexMan.Type_Any); Uses[1] = TexMan.CheckForTexture("UseAuto",TexMan.Type_Any); Uses[2] = TexMan.CheckForTexture("UseBio",TexMan.Type_Any); Uses[3] = TexMan.CheckForTexture("UseASMD",TexMan.Type_Any); Uses[4] = TexMan.CheckForTexture("UsePuls",TexMan.Type_Any); Uses[5] = TexMan.CheckForTexture("UseRip",TexMan.Type_Any); Uses[6] = TexMan.CheckForTexture("UseMini",TexMan.Type_Any); Uses[7] = TexMan.CheckForTexture("UseFlak",TexMan.Type_Any); Uses[8] = TexMan.CheckForTexture("Use8bal",TexMan.Type_Any); Uses[9] = TexMan.CheckForTexture("UseRifl",TexMan.Type_Any); Uses[10] = TexMan.CheckForTexture("UseSaw",TexMan.Type_Any); Uses[11] = TexMan.CheckForTexture("UseTrns",TexMan.Type_Any); Uses[12] = TexMan.CheckForTexture("UseWarH",TexMan.Type_Any); Uses[13] = TexMan.CheckForTexture("UseASMD",TexMan.Type_Any); IconClasses[0] = "ImpactHammer"; IconClasses[1] = "Enforcer"; IconClasses[2] = "BioRifle"; IconClasses[3] = "ShockRifle"; IconClasses[4] = "PulseGun"; IconClasses[5] = "Ripper2"; IconClasses[6] = "Minigun"; IconClasses[7] = "FlakCannon"; IconClasses[8] = "UTRocketLauncher"; IconClasses[9] = "SniperRifle"; IconClasses[10] = "UTChainsaw"; IconClasses[11] = "Translocator"; IconClasses[12] = "WarheadLauncher"; IconClasses[13] = "EnhancedShockRifle"; Man[0] = TexMan.CheckForTexture("Man",TexMan.Type_Any); Man[1] = TexMan.CheckForTexture("ManArmo",TexMan.Type_Any); Man[2] = TexMan.CheckForTexture("ManPad",TexMan.Type_Any); Man[3] = TexMan.CheckForTexture("ManBoot",TexMan.Type_Any); Man[4] = TexMan.CheckForTexture("ManBelt",TexMan.Type_Any); Woman[0] = TexMan.CheckForTexture("Woman",TexMan.Type_Any); Woman[1] = TexMan.CheckForTexture("WomanArm",TexMan.Type_Any); Woman[2] = TexMan.CheckForTexture("WomanPad",TexMan.Type_Any); Woman[3] = TexMan.CheckForTexture("WomanBot",TexMan.Type_Any); Woman[4] = TexMan.CheckForTexture("WomanBlt",TexMan.Type_Any); WeaponBox = TexMan.CheckForTexture("WpSel",TexMan.Type_Any); } override void Draw( int state, double TicFrac ) { Super.Draw(state,TicFrac); if ( players[consoleplayer].camera is 'GuidedWarShell' ) return; HScale = Screen.GetWidth()/1280.; switch ( CVar.GetCVar('flak_colorprefs',CPlayer).GetInt() ) { case 0: if ( CPlayer.GetTeam() >= Teams.Size() ) tintcolor = Color("White"); else tintcolor = Color(Teams[CPlayer.GetTeam()].mName); break; case 1: tintcolor = CPlayer.GetColor(); break; case 2: tintcolor = Color(CVar.GetCVar('flak_colorcustom',CPlayer).GetString()); break; } opacity = CVar.GetCVar('flak_opacity',players[consoleplayer]).GetInt(); bgcolor = Color("Black"); showweapons = CVar.GetCVar('flak_showweapons',players[consoleplayer]).GetBool(); showstatus = CVar.GetCVar('flak_showstatus',players[consoleplayer]).GetBool(); showfrags = CVar.GetCVar('flak_showfrags',players[consoleplayer]).GetBool(); showammo = CVar.GetCVar('flak_showammo',players[consoleplayer]).GetBool(); showinfo = CVar.GetCVar('flak_showinfo',players[consoleplayer]).GetBool(); hudsize = CVar.GetCVar('flak_hudsize',players[consoleplayer]).GetFloat(); weaponsize = CVar.GetCVar('flak_weaponsize',players[consoleplayer]).GetFloat(); statussize = CVar.GetCVar('flak_statussize',players[consoleplayer]).GetFloat(); double lbottom = Screen.GetHeight(); if ( showweapons ) { if ( weaponsize*hudsize>=1.0 ) lbottom -= 64*hudsize*HScale; if ( showfrags ) lbottom -= 64*hudsize*HScale; } if ( (CPlayer.ReadyWeapon is 'UTWeapon') ) UTWeapon(CPlayer.ReadyWeapon).PreRender(lbottom); if ( (state == HUD_StatusBar) || (state == HUD_Fullscreen) ) { BeginHUD(); FracTic = TicFrac; DrawUTHUD(); } if ( (CPlayer.ReadyWeapon is 'UTWeapon') ) UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom); } private Color LerpColor( Color a, Color b, double x ) { return Color(a.a,int(a.r*(1.-x)+b.r*x),int(a.g*(1.-x)+b.g*x),int(a.b*(1.-x)+b.b*x)); } private void UTDrawTintedTex( TextureID tx, double sx = 1.0, int opacity = -1, Color tint = Color("Black") ) { double ss = (HScale*sx); double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); double dx = CurX/ss, dy = CurY/ss; if ( opacity == -1 ) opacity = self.opacity; if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); double alpha = clamp(opacity/15.,0.0,1.0); Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_RenderStyle,TINTSTYLE,DTA_FillColor,(tint!="Black")?tint:tintcolor); } private void UTDrawPlainTex( TextureID tx, double sx = 1.0, int opacity = -1 ) { double ss = (HScale*sx); double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); double dx = CurX/ss, dy = CurY/ss; if ( opacity == -1 ) opacity = self.opacity; if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); double alpha = clamp(opacity/15.,0.0,1.0); Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha); } private bool UTDrawWeaponIcon( Weapon w, bool use, double sx = 1.0 ) { for ( int i=0; i<14; i++ ) { if ( !(w is IconClasses[i]) ) continue; if ( use ) UTDrawTintedTex(Uses[i],sx,opacity+7); else UTDrawTintedTex(Icons[i],sx,opacity,tintcolor/2); return true; } return false; } // UT's implementation doesn't seem to translate well to this, so I improvised a bit and made something not so ugly // This whole function might need to be rewritten in a prettier way someday private void UTDrawBigNum( int value, double sx = 1.0 ) { double step = 25*HScale*sx; double ss = (HScale*sx); double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); String digits = String.Format("%d",min(abs(value),9999)); double flen = 3*step; double len = digits.length()*step; double alpha = clamp((opacity+7)/15.,0.0,1.0); for ( int i=0; i 15 ) Screen.DrawTexture(BigNum[11],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); Screen.DrawTexture(BigNum[11],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_RenderStyle,TINTSTYLE,DTA_FillColor,DrawColor); CurX += step; } for ( int i=0; i 15 ) Screen.DrawTexture(BigNum[digits.CharCodeAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); Screen.DrawTexture(BigNum[digits.CharCodeAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_RenderStyle,TINTSTYLE,DTA_FillColor,DrawColor); CurX += ((i=1.0) ) CurY -= 64*hudsize*HScale; UTDrawTintedTex(Boxes[0],hudsize); CurX += 8*hudsize*HScale; CurY += 14*hudsize*HScale; DrawColor = WhiteColor; if ( ammotype1 ) UTDrawBigNum(ammotype1.Amount,hudsize); if ( ammotype2 && (ammotype2 != ammotype1) ) { CurX = showweapons?(Screen.GetWidth()-128*hudsize*HScale):((Screen.GetWidth()+256*hudsize*HScale)*0.5); CurY = showweapons?(Screen.GetHeight()-128*hudsize*HScale):(Screen.GetHeight()-64*hudsize*HScale); if ( showweapons && ((weaponsize*hudsize)>=1.0) ) CurY -= 64*hudsize*HScale; UTDrawTintedTex(Boxes[0]); CurX += 8*hudsize*HScale; CurY += 14*hudsize**HScale; UTDrawBigNum(ammotype2.Amount,hudsize); } } private void DrawStatus() { UTArmor b, a, t, s; b = UTArmor(CPlayer.mo.FindInventory("UTArmorBonus")); a = UTArmor(CPlayer.mo.FindInventory("UTBodyArmor")); t = UTArmor(CPlayer.mo.FindInventory("UTThighPads")); s = UTArmor(CPlayer.mo.FindInventory("UTShieldBelt")); if ( showstatus ) { CurX = Screen.GetWidth()-128*HScale*hudsize*statussize; CurY = 0; Color dollcolor = tintcolor; DamageAmplifier d; UTJumpBoots j; d = DamageAmplifier(CPlayer.mo.FindInventory("DamageAmplifier")); j = UTJumpBoots(CPlayer.mo.FindInventory("UTJumpBoots")); if ( d && !d.isBlinking() ) dollcolor = d.BlendColor; if ( CPlayer.GetGender() == 1 ) { UTDrawTintedTex(Woman[0],hudsize*statussize,min(opacity,15),dollcolor); if ( a ) UTDrawTintedTex(Woman[1],hudsize*statussize,min(opacity,15)*(a.Amount/double(a.MaxAmount)),dollcolor); if ( t ) UTDrawTintedTex(Woman[2],hudsize*statussize,min(opacity,15)*(t.Amount/double(t.MaxAmount)),dollcolor); if ( j ) UTDrawTintedTex(Woman[3],hudsize*statussize,min(opacity,15)*(j.Amount/double(j.MaxAmount)),dollcolor); if ( s ) UTDrawTintedTex(Woman[4],hudsize*statussize,min(opacity,15)*(s.Amount/double(s.MaxAmount)),GoldColor); } else { UTDrawTintedTex(Man[0],hudsize*statussize,min(opacity,15),dollcolor); if ( a ) UTDrawTintedTex(Man[1],hudsize*statussize,min(opacity,15)*(a.Amount/double(a.MaxAmount)),dollcolor); if ( t ) UTDrawTintedTex(Man[2],hudsize*statussize,min(opacity,15)*(t.Amount/double(t.MaxAmount)),dollcolor); if ( j ) UTDrawTintedTex(Man[3],hudsize*statussize,min(opacity,15)*(j.Amount/double(j.MaxAmount)),dollcolor); if ( s ) UTDrawTintedTex(Man[4],hudsize*statussize,min(opacity,15)*(s.Amount/double(s.MaxAmount)),GoldColor); } } DrawColor = WhiteColor; if ( !showstatus && !showweapons ) { CurX = Screen.GetWidth()*0.5-128*hudsize*HScale; CurY = Screen.GetHeight()-64*hudsize*HScale; } else { CurX = Screen.GetWidth()-140*hudsize*HScale; if ( showstatus ) CurX -= 128*statussize*hudsize*HScale; CurY = 0; } UTDrawTintedTex(Boxes[1],hudsize); int allarmor = 0; if ( b ) allarmor += b.amount; if ( a ) allarmor += a.amount; if ( t ) allarmor += t.amount; if ( s ) allarmor += s.amount; CurX += 8*hudsize*HScale; CurY += 14*hudsize*HScale; if ( !showstatus && b ) DrawColor = GoldColor; UTDrawBigNum(Min(199,allarmor),hudsize); DrawColor = WhiteColor; if ( !showstatus && !showweapons ) { CurX = Screen.GetWidth()*0.5; CurY = Screen.GetHeight()-64*hudsize*HScale; } else { CurX = Screen.GetWidth()-140*hudsize*HScale; if ( showstatus ) CurX -= 128*statussize*hudsize*HScale; CurY = 64*hudsize*HScale; } if ( CPlayer.mo.Health < CPlayer.mo.SpawnHealth()/2 ) { Color blinkcolor; double blinky = ((gametic+fractic)/Thinker.TICRATE)*1.5; blinky = blinky-floor(blinky); blinkcolor = LerpColor(tintcolor,WhiteColor,blinky); UTDrawTintedTex(Boxes[2],hudsize,-1,blinkcolor); DrawColor = LerpColor(WhiteColor,blinkcolor,blinky); CurX += 8*hudsize*HScale; CurY += 14*hudsize*HScale; UTDrawBigNum(max(0,CPlayer.mo.Health),hudsize); } else { UTDrawTintedTex(Boxes[2],hudsize); CurX += 8*hudsize*HScale; CurY += 14*hudsize*HScale; UTDrawBigNum(Clamp(CPlayer.mo.Health,0,199),hudsize); } } private void DrawWeapons() { double WeapScale = hudsize*weaponsize*HScale; double BaseX = (Screen.GetWidth()-(1280*WeapScale))*0.5; double BaseY = Screen.GetHeight()-64*WeapScale; double WeaponOffset = 128*WeapScale; let cw = CPlayer.ReadyWeapon; int cwslot = -1; let pw = CPlayer.PendingWeapon; int pwslot = -1; if ( cw && (cw.SlotNumber != -1) ) { cwslot = cw.SlotNumber?(cw.SlotNumber-1):9; CurX = BaseX+cwslot*WeaponOffset; CurY = BaseY; UTDrawWeaponIcon(cw,true,hudsize*weaponsize); CurX = BaseX+cwslot*WeaponOffset; CurY = BaseY; UTDrawPlainTex(WeaponBox,hudsize*weaponsize,opacity+7); } if ( pw && (pw.SlotNumber != -1) && (pw != WP_NOCHANGE) ) { pwslot = pw.SlotNumber?(pw.SlotNumber-1):9; CurX = BaseX+pwslot*WeaponOffset-64*WeapScale; CurY = BaseY-32*WeapScale; UTDrawTintedTex(Flash,hudsize*weaponsize,min(opacity,15),GoldColor); CurX = BaseX+pwslot*WeaponOffset; CurY = BaseY; UTDrawWeaponIcon(pw,true,hudsize*weaponsize); } Weapon wslots[10]; for ( Inventory i = CPlayer.mo.Inv; i; i=i.Inv ) { if ( !(i is 'Weapon') ) continue; let w = Weapon(i); if ( w.SlotNumber == -1 ) continue; int slot = w.SlotNumber?(w.SlotNumber-1):9; if ( !wslots[slot] ) wslots[slot] = w; else if ( (wslots[slot] != cw) && ((wslots[slot] != pw) || (wslots[slot].SelectionOrder > w.SelectionOrder)) ) wslots[slot] = w; } for ( int i=0; i<10; i++ ) { CurX = BaseX+i*WeaponOffset; CurY = BaseY; if ( !wslots[i] ) UTDrawTintedTex(Slots[i],2*hudsize*weaponsize,-1,tintcolor/2); else if ( (i != cwslot) && (i != pwslot) ) if ( !UTDrawWeaponIcon(wslots[i],false,hudsize*weaponsize) ) UTDrawTintedTex(Slots[i],2*hudsize*weaponsize,-1,tintcolor/2); } for ( int i=0; i<10; i++ ) { if ( !wslots[i] ) continue; CurX = BaseX+i*WeaponOffset+4*WeapScale; CurY = BaseY+4*WeapScale; UTDrawTintedTex(BigNum[(i==9)?0:(i+1)],0.75*hudsize*weaponsize,opacity+7,GoldColor); if ( !wslots[i].Ammo1 ) continue; CurY = BaseY+52*WeapScale; Vector2 ss = (0.6875,0.5)*WeapScale; double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y); double dx = CurX/ss.x, dy = CurY/ss.y; Vector2 bs = TexMan.GetScaledSize(AmmoBar); double ddw = bs.x*(wslots[i].Ammo1.Amount/double(wslots[i].Ammo1.MaxAmount)); double alpha = clamp((opacity+7)/15.,0.0,1.0); Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); } } private void DrawFragCount() { CurX = showweapons?0:(Screen.GetWidth()*0.5-256*hudsize*HScale); CurY = Screen.GetHeight()-64*hudsize*HScale; if ( showweapons && ((weaponsize*hudsize)>=1.0) ) CurY -= 64*hudsize*HScale; DrawColor = tintcolor; double whiten = ((gametic+fractic)-lastfrag)/Thinker.TICRATE; if ( whiten < 3.0 ) { if ( tintcolor == GoldColor ) DrawColor = WhiteColor; else DrawColor = GoldColor; CurX -= 64*hudsize*HScale; CurY -= 32*hudsize*HScale; UTDrawTintedTex(Flash,hudsize,min(opacity,15),DrawColor); CurX += 64*hudsize*HScale; CurY += 32*hudsize*HScale; whiten = 4*whiten-int(4*whiten); DrawColor = lerpcolor(tintcolor,DrawColor,whiten); } UTDrawTintedTex(Boxes[3],hudsize,-1,DrawColor); CurX += 44*hudsize*HScale; CurY += 14*hudsize*HScale; DrawColor = WhiteColor; UTDrawBigNum((deathmatch||teamplay)?CPlayer.fragcount:CPlayer.killcount,hudsize); } private void DrawIdentifyInfo() { double lalpha = 2.0-((gametic+fractic)-lastseentic)/Thinker.TICRATE; if ( !lastseen || (lalpha <= 0) ) return; String cl1 = "Teal", cl2 = "Cyan"; if ( deathmatch && (lastseen.player.GetTeam() < teams.size()) ) { cl2 = teams[lastseen.player.GetTeam()].mName; cl1 = String.Format("Dark%s",cl2); } String tname = String.Format("\c[%s]Name:\c[%s] %s",cl1,cl2,lastseen.player.GetUserName()); CurX = (640-confont.StringWidth(tname))*0.5; CurY = 480*0.75; Screen.DrawText(confont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) ) { CurY += 1.2*confont.GetHeight(); tname = String.Format("\c[%s]Health:\c[%s] %d",cl1,cl2,lastseen.Health); Screen.DrawText(confont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); } } private void DrawKeys() { bool locks[6]; for ( int i=0; i<6; i++ ) locks[i] = CPlayer.mo.CheckKeys(i+1,false,true); int nrows = 0, nrowss = 0; for ( int i=0; i<3; i++ ) if ( locks[i] ) nrows++; for ( int i=3; i<6; i++ ) if ( locks[i] ) nrowss++; CurX = (Screen.GetWidth()-64*hudsize*HScale); CurY = (Screen.GetHeight()-nrows*64*hudsize*HScale)*0.5; CurY -= max(0,nrows-1)*4*hudsize*HScale; if ( locks[0] ) { UTDrawTintedTex(Keys[0],hudsize,min(opacity,15),Color("Red")); CurY += 72*hudsize*HScale; } if ( locks[1] ) { UTDrawTintedTex(Keys[1],hudsize,min(opacity,15),Color("Blue")); CurY += 72*hudsize*HScale; } if ( locks[2] ) { UTDrawTintedTex(Keys[2],hudsize,min(opacity,15),Color("Gold")); CurY += 72*hudsize*HScale; } if ( nrows ) CurX -= 56*hudsize*HScale; CurY = (Screen.GetHeight()-nrowss*64*hudsize*HScale)*0.5; CurY += max(0,nrowss-1)*2*hudsize*HScale; if ( locks[3] ) { DrawColor = "Red"; UTDrawTintedTex(Keys[3],hudsize,min(opacity,15),Color("Red")); CurY += 60*hudsize*HScale; } if ( locks[4] ) { UTDrawTintedTex(Keys[3],hudsize,min(opacity,15),Color("Blue")); CurY += 60*hudsize*HScale; } if ( locks[5] ) { UTDrawTintedTex(Keys[3],hudsize,min(opacity,15),Color("Gold")); CurY += 60*hudsize*HScale; } } override void Tick() { Super.Tick(); if ( deathmatch||teamplay ) { if ( CPlayer.fragcount != lastfragcnt ) lastfrag = gametic; lastfragcnt = CPlayer.fragcount; } else { if ( CPlayer.killcount != lastfragcnt ) lastfrag = gametic; lastfragcnt = CPlayer.killcount; } vtracer.ignore = CPlayer.mo; vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,(cos(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),sin(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),-sin(CPlayer.mo.pitch)),1000,0); if ( vtracer.Results.HitType != TRACE_HitActor ) return; lastseen = vtracer.Results.HitActor; lastseentic = gametic; } private void DrawUTHUD() { // Display Weapons if ( showweapons ) DrawWeapons(); // Display Frag count if ( showfrags ) DrawFragCount(); // Draw Ammo if ( showammo ) DrawAmmo(); // Draw Health/Armor status DrawStatus(); // Display Keys DrawKeys(); // Display Identification Info if ( CPlayer == players[consoleplayer] && showinfo ) DrawIdentifyInfo(); } override void DrawAutomapHUD( double ticFrac ) { int crdefault = Font.CR_TEAL; int highlight = Font.CR_CYAN; HScale = Screen.GetWidth()/1280.; showweapons = CVar.GetCVar('flak_showweapons',players[consoleplayer]).GetBool(); showstatus = CVar.GetCVar('flak_showstatus',players[consoleplayer]).GetBool(); weaponsize = CVar.GetCVar('flak_weaponsize',players[consoleplayer]).GetFloat(); statussize = CVar.GetCVar('flak_statussize',players[consoleplayer]).GetFloat(); double cbottom = Screen.GetHeight()*0.99; let scale = GetHUDScale(); double textdist = 8./scale.Y; int height = ConFont.GetHeight(); String printtext; int SCREENWIDTH = screen.GetWidth(); BeginHUD(); let y = textdist; let width = ConFont.StringWidth("00:00:00"); double tmp, hres; [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution); double swidth = 0; if ( !(players[consoleplayer].camera is 'GuidedWarShell') ) { if ( showweapons ) cbottom -= 64*hudsize*weaponsize*HScale; else if ( showfrags || showammo || !showstatus ) cbottom -= 64*hudsize*HScale; if ( showstatus ) swidth += 128*hudsize*statussize*HScale; if ( showweapons ) swidth += 140*hudsize*HScale+Screen.GetWidth()*0.01; } int protrusion = GetProtrusion(swidth/hres); [tmp,tmp,hres] = StatusbarToRealCoords(0,0,protrusion); width += (swidth-hres)/scale.X; if ( am_showtime ) { printtext = level.TimeFormatted(); DrawString(mConFont,level.TimeFormatted(),(-textdist-width,y),0,crdefault); y += height; } if ( am_showtotaltime ) DrawString(mConFont,level.TimeFormatted(true),(-textdist-width,y),0,crdefault); if ( !deathmatch ) { y = textdist; if ( am_showmonsters ) { DrawString(mConFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_MONSTERS"),crdefault+65,level.killed_monsters,level.total_monsters),(textdist,y),0,highlight); y += height; } if ( am_showsecrets ) { DrawString(mConFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_SECRETS"),crdefault+65,level.found_secrets,level.total_secrets),(textdist,y),0,highlight); y += height; } if ( am_showitems ) DrawString(mConFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_ITEMS"),crdefault+65,level.found_items,level.total_items),(textdist,y),0,highlight); } String mapname = level.FormatMapName(crdefault); BrokenLines lines = ConFont.BreakLines(mapname,int(SCREENWIDTH/scale.X)); int numlines = lines.Count(); int finalwidth = int(ConFont.StringWidth(lines.StringAt(numlines-1))*scale.X); [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution); protrusion = GetProtrusion(finalwidth/hres); [tmp,tmp,tmp,hres] = StatusbarToRealCoords(0,0,0,protrusion); y = (cbottom-hres)/scale.Y-height*numlines; for ( int i = 0; i < numlines; i++ ) { DrawString(mConFont,lines.StringAt(i),(0,y),DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP,highlight); y += height; } } }