Oh boy, here comes a big one.

Doomreal development is officially back to life.
Doomreal now depends on Doom Tournament, as it's an add-on for it.
Most of the resources are in place right now, just a couple more things left to add in.
Flak cannon is still incomplete and weapon development will be resumed soon.
There is a main menu now, I hope you like it.
Player classes don't have models assigned yet, so they will look weird.
Overall this is not yet very playable.
This commit is contained in:
Marisa the Magician 2019-08-10 22:15:56 +02:00
commit d3b11d1ef2
1145 changed files with 1065 additions and 883 deletions

View file

@ -1,24 +1,4 @@
// An almost 1:1 recreation of the Unreal 1 HUD
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 UnrealHUD : BaseStatusBar
{
double FracTic;
@ -38,6 +18,7 @@ Class UnrealHUD : BaseStatusBar
// Fonts
Font LargeFont, LargeRedFont, MedFont, WhiteFont, TinyFont,
TinyWhiteFont, TinyRedFont;
HUDFont mMapFont;
// Common Textures
TextureID HalfHud, HudLine, HudAmmo, IconHeal, IconSkul, IconSel,
@ -64,6 +45,7 @@ Class UnrealHUD : BaseStatusBar
TinyFont = Font.FindFont('UTinyFont');
TinyWhiteFont = Font.FindFont('UTinyWhiteFont');
TinyRedFont = Font.FindFont('UTinyRedFont');
mMapFont = HUDFont.Create(WhiteFont);
HalfHud = TexMan.CheckForTexture("HalfHud",TexMan.Type_Any);
HudLine = TexMan.CheckForTexture("HudLine",TexMan.Type_Any);
HudAmmo = TexMan.CheckForTexture("HudAmmo",TexMan.Type_Any);
@ -78,17 +60,19 @@ Class UnrealHUD : BaseStatusBar
{
Super.Draw(state,TicFrac);
HudMode = CVar.GetCVar('stinger_hudmode',players[consoleplayer]).GetInt();
scalev.x = scalev.y = Max(1,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt());
scalev.x = scalev.y = Max(0,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt());
if ( scalev.x == 0 )
scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.));
ClipX = Screen.GetWidth()/scalev.x;
ClipY = Screen.GetHeight()/scalev.y;
CurX = 0;
CurY = 0;
double lbottom = Screen.GetHeight()-32*scalev.y; // TODO properly calculate
double lbottom = Screen.GetHeight()-32*scalev.y;
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
if ( i is 'UnrealInventory' )
UnrealInventory(i).PreRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UnrealWeapon' )
UnrealWeapon(CPlayer.ReadyWeapon).PreRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UTWeapon' )
UTWeapon(CPlayer.ReadyWeapon).PreRender(lbottom);
if ( (state == HUD_StatusBar) || (state == HUD_Fullscreen) )
{
BeginHUD();
@ -98,8 +82,8 @@ Class UnrealHUD : BaseStatusBar
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
if ( i is 'UnrealInventory' )
UnrealInventory(i).PostRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UnrealWeapon' )
UnrealWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
if ( CPlayer.ReadyWeapon is 'UTWeapon' )
UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
}
private void DrawNumberOf( int n, double x, double y )
@ -132,8 +116,21 @@ Class UnrealHUD : BaseStatusBar
double width = CurX;
CurX = x;
CurY = y;
if ( bRed ) Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon);
else Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
// scale to fit
Vector2 scl = TexMan.GetScaledSize(i.Icon);
double mscl = 32./max(scl.x,scl.y);
double dw = (ClipX/mscl), dh = (ClipY/mscl);
double dx = CurX/mscl, dy = CurY/mscl;
if ( bRed )
{
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon);
Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon,DTA_TopOffset,0,DTA_LeftOffset,0);
}
else
{
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
}
}
private void DrawFragCount( double x, double y )
@ -200,8 +197,11 @@ Class UnrealHUD : BaseStatusBar
if ( cw && (cw.SlotNumber != -1) ) cwslot = cw.SlotNumber?(cw.SlotNumber-1):9;
let pw = CPlayer.PendingWeapon;
int pwslot = -1;
if ( pw && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9;
if ( pw && (pw != WP_NOCHANGE) && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9;
Weapon wslots[10];
// zero-initialize, fixes asmjit crash
for ( int i=0; i<10; i++ )
wslots[i] = null;
// first run, populate the full array of weapons
for ( int i=0; i<10; i++ )
{
@ -237,7 +237,7 @@ Class UnrealHUD : BaseStatusBar
if ( !wslots[i] ) continue;
Font cfont = TinyFont;
if ( cwslot == i ) cfont = TinyWhiteFont;
int realslot = (i<9)?(i+1):i;
int realslot = (i<9)?(i+1):9;
CurX = HalfHUDX-3+realslot*6;
CurY = HalfHUDY+4;
Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",realslot),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
@ -262,7 +262,7 @@ Class UnrealHUD : BaseStatusBar
}
}
}
// TODO draw translator
// draw translator
if ( translator )
{
if ( translator.bCurrentlyActivated ) translator.DrawTranslator(scalev,ClipX,ClipY);
@ -303,7 +303,7 @@ Class UnrealHUD : BaseStatusBar
CurY = y;
for ( Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
if ( !(Inv is 'UnrealArmor') ) continue;
if ( !(Inv is 'UTArmor') ) continue;
ArmorAmount += Inv.Amount;
if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
if ( !bDrawOne )
@ -312,9 +312,9 @@ Class UnrealHUD : BaseStatusBar
DrawIconValue(Inv.Amount);
CurX += 32;
}
else if ( UnrealArmor(Inv).absorb > CurAbs )
else if ( UTArmor(Inv).absorb > CurAbs )
{
CurAbs = UnrealArmor(Inv).absorb;
CurAbs = UTArmor(Inv).absorb;
BestArmor = Inv;
}
}
@ -346,9 +346,13 @@ Class UnrealHUD : BaseStatusBar
}
CurX = x;
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
// TODO downscale icons in cases where they're bigger than a 32x32 box
TextureID icon = CPlayer.ReadyWeapon.Icon.IsNull()?CPlayer.ReadyWeapon.Ammo1.Icon:CPlayer.ReadyWeapon.Icon;
Screen.DrawTexture(icon,false,CurX+16,CurY+16,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_CenterOffset,true);
// scale to fit
Vector2 scl = TexMan.GetScaledSize(icon);
double mscl = 32./max(scl.x,scl.y);
double dw = (ClipX/mscl), dh = (ClipY/mscl);
double dx = CurX/mscl, dy = CurY/mscl;
Screen.DrawTexture(icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
CurX += 32;
CurY += 29;
DrawIconValue(CPlayer.ReadyWeapon.Ammo1.Amount);
@ -386,21 +390,21 @@ Class UnrealHUD : BaseStatusBar
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());
String tname = String.Format("\c[%s]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName());
CurX = (ClipX-WhiteFont.StringWidth(tname))/2;
CurY = ClipY-54;
Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.);
if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) )
{
CurY += 1.2*WhiteFont.GetHeight();
tname = String.Format("\c[%s]Health:\c[%s] %d",cl1,cl2,lastseen.Health);
tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$M_HEALTH"),cl2,lastseen.Health);
Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.);
}
}
private void DrawKeys( double x, double y )
{
// TODO
// TODO draws the key icons from right to left, bottom to top
}
private void DrawUnrealHUD()
@ -432,8 +436,8 @@ Class UnrealHUD : BaseStatusBar
else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64);
else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32);
// Display Keys
if ( HudMode < 3 ) DrawKeys(ClipX,ClipY-64);
else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY);
if ( HudMode < 3 ) DrawKeys(ClipX-32,ClipY-32);
else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY-32);
// Display Identification Info
DrawIdentifyInfo();
}
@ -449,7 +453,71 @@ Class UnrealHUD : BaseStatusBar
CPlayer.inventorytics = 0;
}
override void DrawAutomapHUD( double TicFrac )
override void DrawAutomapHUD( double ticFrac )
{
int crdefault = Font.CR_GREY;
int highlight = Font.CR_RED;
double cbottom = Screen.GetHeight()*0.99;
let scale = GetHUDScale();
double textdist = 8./scale.Y;
int height = WhiteFont.GetHeight();
String printtext;
int SCREENWIDTH = screen.GetWidth();
BeginHUD();
let y = textdist;
let width = WhiteFont.StringWidth("00:00:00");
double tmp, hres;
[tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution);
double swidth = 0;
double ltop = 0, rtop = 0;
if ( HudMode < 2 )
{
for ( Inventory Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
if ( !(Inv is 'UTArmor') ) continue;
if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
rtop += 64*scalev.y;
break;
}
if ( CPlayer.mo.InvSel ) ltop += 64*scalev.y;
}
int protrusion = GetProtrusion(swidth/hres);
[tmp,tmp,hres] = StatusbarToRealCoords(0,0,protrusion);
width += int((swidth-hres)/scale.X);
if ( am_showtime )
{
printtext = level.TimeFormatted();
DrawString(mMapFont,level.TimeFormatted(),(-textdist-width,y+rtop),0,crdefault);
y += height;
}
if ( am_showtotaltime ) DrawString(mMapFont,level.TimeFormatted(true),(-textdist-width,y+rtop),0,crdefault);
if ( !deathmatch )
{
y = textdist;
if ( am_showmonsters )
{
DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_MONSTERS"),crdefault+65,level.killed_monsters,level.total_monsters),(textdist,y+ltop),0,highlight);
y += height;
}
if ( am_showsecrets )
{
DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_SECRETS"),crdefault+65,level.found_secrets,level.total_secrets),(textdist,y+ltop),0,highlight);
y += height;
}
if ( am_showitems ) DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_ITEMS"),crdefault+65,level.found_items,level.total_items),(textdist,y+ltop),0,highlight);
}
String mapname = level.FormatMapName(crdefault);
BrokenLines lines = WhiteFont.BreakLines(mapname,int(SCREENWIDTH/scale.X));
int numlines = lines.Count();
int finalwidth = int(WhiteFont.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(mMapFont,lines.StringAt(i),(0,y+ltop),DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP,highlight);
y += height;
}
}
}