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.
523 lines
19 KiB
Text
523 lines
19 KiB
Text
// An almost 1:1 recreation of the Unreal 1 HUD
|
|
Class UnrealHUD : BaseStatusBar
|
|
{
|
|
double FracTic;
|
|
|
|
// Unreal HUD variables
|
|
Color RedColor, GreenColor, BlackColor;
|
|
int HudMode;
|
|
|
|
// Helpers
|
|
Vector2 scalev;
|
|
double CurX, CurY, ClipX, ClipY;
|
|
Color DrawColor;
|
|
ViewTracer vtracer;
|
|
Actor lastseen;
|
|
int lastseentic, Count;
|
|
|
|
// Fonts
|
|
Font LargeFont, LargeRedFont, MedFont, WhiteFont, TinyFont,
|
|
TinyWhiteFont, TinyRedFont;
|
|
HUDFont mMapFont;
|
|
|
|
// Common Textures
|
|
TextureID HalfHud, HudLine, HudAmmo, IconHeal, IconSkul, IconSel,
|
|
IconBase;
|
|
|
|
// Translations
|
|
int RedIcon;
|
|
|
|
override void Init()
|
|
{
|
|
Super.Init();
|
|
SetSize(0,320,200);
|
|
// Initialize
|
|
Count = 0;
|
|
vtracer = new("ViewTracer");
|
|
RedColor = "FF 00 00";
|
|
GreenColor = "00 FF 00";
|
|
BlackColor = "00 00 00";
|
|
DrawColor = "FF FF FF";
|
|
LargeFont = Font.FindFont('ULargeFont');
|
|
LargeRedFont = Font.FindFont('ULargeRedFont');
|
|
MedFont = Font.FindFont('UMedFont');
|
|
WhiteFont = Font.FindFont('UWhiteFont');
|
|
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);
|
|
IconHeal = TexMan.CheckForTexture("IconHeal",TexMan.Type_Any);
|
|
IconSkul = TexMan.CheckForTexture("IconSkul",TexMan.Type_Any);
|
|
IconSel = TexMan.CheckForTexture("IconSel",TexMan.Type_Any);
|
|
IconBase = TexMan.CheckForTexture("IconBase",TexMan.Type_Any);
|
|
RedIcon = Translation.GetID('RedIcon');
|
|
}
|
|
|
|
override void Draw( int state, double TicFrac )
|
|
{
|
|
Super.Draw(state,TicFrac);
|
|
HudMode = CVar.GetCVar('stinger_hudmode',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;
|
|
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
|
|
if ( i is 'UnrealInventory' )
|
|
UnrealInventory(i).PreRender(lbottom);
|
|
if ( CPlayer.ReadyWeapon is 'UTWeapon' )
|
|
UTWeapon(CPlayer.ReadyWeapon).PreRender(lbottom);
|
|
if ( (state == HUD_StatusBar) || (state == HUD_Fullscreen) )
|
|
{
|
|
BeginHUD();
|
|
FracTic = TicFrac;
|
|
DrawUnrealHUD();
|
|
}
|
|
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
|
|
if ( i is 'UnrealInventory' )
|
|
UnrealInventory(i).PostRender(lbottom);
|
|
if ( CPlayer.ReadyWeapon is 'UTWeapon' )
|
|
UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
|
|
}
|
|
|
|
private void DrawNumberOf( int n, double x, double y )
|
|
{
|
|
if ( n <= 0 ) return;
|
|
CurX = X-4;
|
|
CurY = Y+20;
|
|
n++;
|
|
string itxt = String.Format("%d",n);
|
|
CurX -= TinyRedFont.StringWidth(itxt);
|
|
Screen.DrawText(TinyRedFont,Font.CR_UNTRANSLATED,CurX,CurY,itxt,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
}
|
|
|
|
private void DrawIconValue( int n )
|
|
{
|
|
if ( !HudMode || (HudMode == 3) ) return;
|
|
double TempX = CurX, TempY = CurY;
|
|
string itxt = String.Format("%d",n);
|
|
CurX -= 2;
|
|
CurY -= 6;
|
|
CurX -= TinyFont.StringWidth(itxt);
|
|
Screen.DrawText(TinyFont,Font.CR_UNTRANSLATED,CurX,CurY,itxt,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
CurX = TempX;
|
|
CurY = TempY;
|
|
}
|
|
|
|
private void DrawHudIcon( double x, double y, Inventory i, bool bRed )
|
|
{
|
|
if ( i.Icon.IsNull() ) return;
|
|
double width = CurX;
|
|
CurX = x;
|
|
CurY = y;
|
|
// 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 )
|
|
{
|
|
CurX = X;
|
|
CurY = Y;
|
|
Screen.DrawTexture(IconSkul,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
CurX += 30;
|
|
CurY += 23;
|
|
string score = String.Format("%d",(deathmatch||teamplay)?CPlayer.fragcount:CPlayer.killcount);
|
|
CurX -= TinyWhiteFont.StringWidth(score);
|
|
Screen.DrawText(TinyWhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,score,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
}
|
|
|
|
private void DrawInventory( double x, double y, bool bDrawOne )
|
|
{
|
|
bool bGotNext, bGotPrev, bGotSelected, bRed, bFlashTranslator;
|
|
Inventory Inv, Prev, Next, SelectedItem;
|
|
UTranslator translator;
|
|
double HalfHUDX, HalfHUDY;
|
|
double AmmoBarSize;
|
|
if ( HudMode < 4 ) // then draw HalfHUD
|
|
{
|
|
HalfHUDX = ClipX-64;
|
|
HalfHUDY = ClipY-32;
|
|
Screen.DrawTexture(HalfHUD,false,HalfHUDX,HalfHUDY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
}
|
|
if ( !CPlayer.mo.Inv ) return; // can this even happen?
|
|
bFlashTranslator = false;
|
|
bGotSelected = false;
|
|
bGotNext = false;
|
|
bGotPrev = false;
|
|
Prev = null;
|
|
Next = null;
|
|
SelectedItem = CPlayer.mo.InvSel;
|
|
for ( Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
|
|
{
|
|
if ( bDrawOne ) break;
|
|
// if drawing more than one inventory, find next and previous items
|
|
if ( Inv == SelectedItem ) bGotSelected = true;
|
|
else if ( Inv.bINVBAR )
|
|
{
|
|
if ( bGotSelected )
|
|
{
|
|
if ( !bGotNext )
|
|
{
|
|
Next = Inv;
|
|
bGotNext = true;
|
|
}
|
|
else if ( !bGotPrev ) Prev = Inv;
|
|
}
|
|
else
|
|
{
|
|
if ( !Next ) Next = Prev;
|
|
Prev = Inv;
|
|
bGotPrev = true;
|
|
}
|
|
}
|
|
if ( Inv is 'UTranslator' ) translator = UTranslator(Inv);
|
|
}
|
|
// drawing weapon slots differently than Unreal 1 because we have better methods here
|
|
let cw = CPlayer.ReadyWeapon;
|
|
int cwslot = -1;
|
|
if ( cw && (cw.SlotNumber != -1) ) cwslot = cw.SlotNumber?(cw.SlotNumber-1):9;
|
|
let pw = CPlayer.PendingWeapon;
|
|
int pwslot = -1;
|
|
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++ )
|
|
{
|
|
int sslot = (i<9)?(i+1):0;
|
|
for ( Inv = CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
|
|
{
|
|
if ( !(Inv is 'Weapon') ) continue;
|
|
let w = Weapon(Inv);
|
|
if ( w.SlotNumber != sslot ) continue;
|
|
int slot = w.SlotNumber?(w.SlotNumber-1):9;
|
|
if ( !wslots[slot] )
|
|
{
|
|
wslots[slot] = w;
|
|
continue;
|
|
}
|
|
if ( (wslots[slot] == pw) || (wslots[slot] == cw) ) continue;
|
|
if ( (w == pw) || (w == cw) )
|
|
{
|
|
wslots[slot] = w;
|
|
continue;
|
|
}
|
|
if ( (w.SelectionOrder < wslots[slot].SelectionOrder) && (!w.Ammo1 || (w.Ammo1.Amount > 0)) )
|
|
wslots[slot] = w;
|
|
else if ( (w.SelectionOrder >= wslots[slot].SelectionOrder) && wslots[slot].Ammo1 && (wslots[slot].Ammo1.Amount <= 0) )
|
|
wslots[slot] = w;
|
|
}
|
|
}
|
|
// draw the slots
|
|
if ( HudMode < 4 )
|
|
{
|
|
for ( int i=0; i<10; i++ )
|
|
{
|
|
if ( !wslots[i] ) continue;
|
|
Font cfont = TinyFont;
|
|
if ( cwslot == i ) cfont = TinyWhiteFont;
|
|
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);
|
|
// Draw ammo bar
|
|
let amo = wslots[i].Ammo1;
|
|
if ( !amo ) continue;
|
|
CurY = HalfHUDY+11;
|
|
AmmoBarSize = 16*min(1.0,amo.Amount/double(amo.MaxAmount));
|
|
CurY = HalfHUDY+29-AmmoBarSize;
|
|
if ( (AmmoBarSize < 8) && (amo.Amount < 10) && (amo.Amount > 0) )
|
|
{
|
|
CurY -= 9;
|
|
Screen.DrawText(TinyRedFont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",amo.Amount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
CurY += 9;
|
|
}
|
|
DrawColor = "00 FF 00";
|
|
if ( AmmoBarSize < 8 ) DrawColor = Color(255-int(AmmoBarSize)*30,int(AmmoBarSize)*30+40,0);
|
|
if ( amo.Amount > 0 )
|
|
{
|
|
Screen.DrawTexture(HudAmmo,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_FillColor,BlackColor,DTA_DestWidth,4,DTA_DestHeightF,AmmoBarSize);
|
|
Screen.DrawTexture(HudAmmo,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_AlphaChannel,true,DTA_FillColor,DrawColor,DTA_DestWidth,4,DTA_DestHeightF,AmmoBarSize);
|
|
}
|
|
}
|
|
}
|
|
// draw translator
|
|
if ( translator )
|
|
{
|
|
if ( translator.bCurrentlyActivated ) translator.DrawTranslator(scalev,ClipX,ClipY);
|
|
else bFlashTranslator = (translator.bNewMessage || translator.bNotNewMessage);
|
|
}
|
|
// draw the inventory bar
|
|
if ( (HUDMode == 5) || !SelectedItem ) return;
|
|
Count++;
|
|
if ( Count > 20 ) Count = 0;
|
|
if ( Prev )
|
|
{
|
|
bRed = ((Prev is 'UnrealInventory') && UnrealInventory(Prev).bActive) || (Prev is 'Powerup') || ((Prev is 'UTranslator') && bFlashTranslator);
|
|
DrawHudIcon(x,y,Prev,bRed);
|
|
if ( Prev.MaxAmount > 1 ) DrawNumberOf(Prev.Amount,x,y);
|
|
}
|
|
bRed = ((SelectedItem is 'UnrealInventory') && UnrealInventory(SelectedItem).bActive) || (SelectedItem is 'Powerup') || ((SelectedItem is 'UTranslator') && bFlashTranslator);
|
|
if ( !Next && !Prev && !bDrawOne ) DrawHudIcon(x+64,y,SelectedItem,bRed);
|
|
else DrawHudIcon(x+32,y,SelectedItem,bRed);
|
|
CurX = x+32;
|
|
if ( !Next && !Prev && !bDrawOne ) CurX = x+64;
|
|
CurY = y;
|
|
Screen.DrawTexture(IconSel,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
if ( SelectedItem.MaxAmount > 1 ) DrawNumberOf(SelectedItem.Amount,CurX,y);
|
|
if ( Next )
|
|
{
|
|
bRed = ((Next is 'UnrealInventory') && UnrealInventory(Next).bActive) || (Next is 'Powerup') || ((Next is 'UTranslator') && bFlashTranslator);
|
|
DrawHudIcon(x+64,y,Next,bRed);
|
|
if ( Next.MaxAmount > 1 ) DrawNumberOf(Next.Amount,x+64,y);
|
|
}
|
|
}
|
|
|
|
private void DrawArmor( double x, double y, bool bDrawOne )
|
|
{
|
|
int ArmorAmount = 0, CurAbs = 0;
|
|
Inventory Inv, BestArmor;
|
|
double XL, YL;
|
|
CurX = x;
|
|
CurY = y;
|
|
for ( Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
|
|
{
|
|
if ( !(Inv is 'UTArmor') ) continue;
|
|
ArmorAmount += Inv.Amount;
|
|
if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
|
|
if ( !bDrawOne )
|
|
{
|
|
DrawHudIcon(CurX,y,Inv,false);
|
|
DrawIconValue(Inv.Amount);
|
|
CurX += 32;
|
|
}
|
|
else if ( UTArmor(Inv).absorb > CurAbs )
|
|
{
|
|
CurAbs = UTArmor(Inv).absorb;
|
|
BestArmor = Inv;
|
|
}
|
|
}
|
|
if ( bDrawOne && BestArmor )
|
|
{
|
|
DrawHudIcon(CurX,Y,BestArmor,false);
|
|
DrawIconValue(BestArmor.Amount);
|
|
CurX += 32;
|
|
}
|
|
if ( (ArmorAmount > 0) && !HudMode )
|
|
Screen.DrawText(LargeFont,Font.CR_UNTRANSLATED,CurX,Y,String.Format("%d",ArmorAmount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
}
|
|
|
|
private void DrawAmmo( double x, double y )
|
|
{
|
|
CurX = x;
|
|
CurY = y;
|
|
if ( !CPlayer.ReadyWeapon || !CPlayer.ReadyWeapon.Ammo1 )
|
|
{
|
|
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
return;
|
|
}
|
|
Font cfont = LargeFont;
|
|
if ( CPlayer.ReadyWeapon.Ammo1.Amount < 10 ) cfont = LargeRedFont;
|
|
if ( !HudMode )
|
|
{
|
|
CurX -= cfont.StringWidth(String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount));
|
|
Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
}
|
|
CurX = x;
|
|
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
TextureID icon = CPlayer.ReadyWeapon.Icon.IsNull()?CPlayer.ReadyWeapon.Ammo1.Icon:CPlayer.ReadyWeapon.Icon;
|
|
// 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);
|
|
CurX = X+2;
|
|
CurY = Y+29;
|
|
if ( (HudMode != 1) && (HudMode != 2) && (HudMode != 4) )
|
|
Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(CPlayer.ReadyWeapon.Ammo1.Amount/double(CPlayer.ReadyWeapon.Ammo1.MaxAmount)),27.));
|
|
}
|
|
|
|
private void DrawHealth( double x, double y )
|
|
{
|
|
CurX = X;
|
|
CurY = Y;
|
|
Font cfont = LargeFont;
|
|
if ( CPlayer.mo.Health < 25 ) cfont = LargeRedFont;
|
|
Screen.DrawTexture(IconHeal,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
CurX += 32;
|
|
CurY += 29;
|
|
DrawIconValue(Max(0,CPlayer.mo.Health));
|
|
CurY -= 29;
|
|
if ( !HudMode ) Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",Max(0,CPlayer.mo.Health)),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
|
|
CurX = X+2;
|
|
CurY = Y+29;
|
|
if ( (HudMode != 1) && (HudMode != 2) && (HudMode != 4) )
|
|
Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(CPlayer.mo.Health/double(CPlayer.mo.SpawnHealth())),27.));
|
|
}
|
|
|
|
private void DrawIdentifyInfo()
|
|
{
|
|
double lalpha = 2.0-((gametic+fractic)-lastseentic)/Thinker.TICRATE;
|
|
if ( !lastseen || (lalpha <= 0) ) return;
|
|
String cl1 = "DarkGreen", cl2 = "Green";
|
|
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]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName());
|
|
CurX = (ClipX-WhiteFont.StringWidth(tname))/2;
|
|
CurY = ClipY-54;
|
|
Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.);
|
|
if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) )
|
|
{
|
|
CurY += 1.2*WhiteFont.GetHeight();
|
|
tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$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 draws the key icons from right to left, bottom to top
|
|
}
|
|
|
|
private void DrawUnrealHUD()
|
|
{
|
|
if ( HudMode == 5 )
|
|
{
|
|
DrawInventory(ClipX-96,0,false);
|
|
return;
|
|
}
|
|
if ( ClipX < 320 ) HudMode = 4;
|
|
// Draw Armor
|
|
if ( HudMode < 2 ) DrawArmor(0,0,false);
|
|
else if ( (HudMode == 3) || (HudMode == 2) ) DrawArmor(0,ClipY-32,false);
|
|
else if ( HudMode == 4 ) DrawArmor(ClipX-64,ClipY-64,true);
|
|
// Draw Ammo
|
|
if ( HudMode != 4 ) DrawAmmo(ClipX-96,ClipY-32);
|
|
else DrawAmmo(ClipX-32,ClipY-32);
|
|
// Draw Health
|
|
if ( HudMode < 2 ) DrawHealth(0,ClipY-32);
|
|
else if ( (HudMode == 3) || (HudMode == 2) ) DrawHealth(ClipX-128,ClipY-32);
|
|
else if ( HudMode == 4 ) DrawHealth(ClipX-64,ClipY-32);
|
|
// Display Inventory
|
|
if ( HudMode < 2 ) DrawInventory(ClipX-96,0,false);
|
|
else if ( HudMode == 3 ) DrawInventory(ClipX-96,ClipY-64,false);
|
|
else if ( HudMode == 4 ) DrawInventory(ClipX-64,ClipY-64,true);
|
|
else if ( HudMode == 2 ) DrawInventory(ClipX/2-64,ClipY-32,false);
|
|
// Display Frag count
|
|
if ( HudMode < 3 ) DrawFragCount(ClipX-32,ClipY-64);
|
|
else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64);
|
|
else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32);
|
|
// Display Keys
|
|
if ( HudMode < 3 ) DrawKeys(ClipX-32,ClipY-32);
|
|
else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY-32);
|
|
// Display Identification Info
|
|
DrawIdentifyInfo();
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
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;
|
|
CPlayer.inventorytics = 0;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|