stinger_m/zscript/unrealhud.zsc
Marisa Kirisame 76cd3a5207 Wow looks like I got a lot of stuff in here.
Added brightmaps and gldefs entries for most stuff.
Imported a bunch of sprites, including some recycled stuff from old mods.
Made new icons for the 0.83 status bar.
Remade "Teleport Gun" model.
Made new models for some ammo variants.
Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear.
Began working on ASMD. Flak Cannon has no projectiles yet.
2019-08-15 02:38:46 +02:00

643 lines
23 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;
// 0.83 HUD stuff
String OldAmmo[18];
Class<Inventory> OldAmmoType[18];
String OldArmor[6];
Class<Inventory> OldArmorType[6];
HUDFont mOldDigits;
// Translations
int RedIcon;
override void Init()
{
Super.Init();
SetSize(64,640,400);
// 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');
mOldDigits = HUDFont.Create(Font.FindFont('U083Digits'),26,Mono_CellLeft);
OldAmmo[0] = "Disp083";
OldAmmo[1] = "Clip083";
OldAmmo[2] = "Tary083";
OldAmmo[3] = "Asmd083";
OldAmmo[4] = "Rokt083";
OldAmmo[5] = "Flak083";
OldAmmo[6] = "Razor083";
OldAmmo[7] = "Bio083";
OldAmmo[8] = "Rifle083";
OldAmmo[9] = "Mini083";
OldAmmo[10] = "Shell083";
OldAmmo[11] = "Impal083";
OldAmmo[12] = "Flame083";
OldAmmo[13] = "Tele083";
OldAmmo[14] = "Stun083";
OldAmmo[15] = "Big083";
OldAmmo[16] = "Smini083";
OldAmmo[17] = "Peace083";
OldAmmoType[0] = "DispersionAmmo";
OldAmmoType[1] = "UMiniAmmo";
OldAmmoType[2] = "StingerAmmo";
OldAmmoType[3] = "AsmdAmmo";
OldAmmoType[4] = "URocketAmmo";
OldAmmoType[5] = "UFlakBox";
OldAmmoType[6] = "RazorAmmo";
OldAmmoType[7] = "UBioAmmo";
OldAmmoType[8] = "URifleAmmo";
OldAmmoType[9] = "UMinigun";
OldAmmoType[10] = "UShells";
OldAmmoType[11] = "ImpalerAmmo";
OldAmmoType[12] = "FlameAmmo";
OldAmmoType[13] = "UTranslocatorAmmo";
OldAmmoType[14] = "StunnerAmmo";
OldAmmoType[15] = "BigAmmo";
OldAmmoType[16] = "SMiniAmmo";
OldAmmoType[17] = "PeaceAmmo";
OldArmor[0] = "Armor083";
OldArmor[1] = "Kev083";
OldArmor[2] = "Asb083";
OldArmor[3] = "Tox083";
OldArmor[4] = "Belt083";
OldArmor[5] = "Pbelt083";
OldArmorType[0] = "UArmor";
OldArmorType[1] = "KevlarSuit";
OldArmorType[2] = "AsbestosSuit";
OldArmorType[3] = "ToxinSuit";
OldArmorType[4] = "ShieldBelt";
OldArmorType[5] = "PowerShield";
}
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 )
{
BeginStatusBar();
FracTic = TicFrac;
DrawUnrealBar();
}
else if ( 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);
}
if ( (i is 'UnrealInventory') && (UnrealInventory(i).DefaultCharge > 0) )
Screen.DrawTexture(HudLine,false,CurX+2,CurY+29,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(UnrealInventory(i).Charge/double(UnrealInventory(i).DefaultCharge)),27.));
}
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 = false, bool bNoWeapons = false )
{
bool bGotNext, bGotPrev, bGotSelected, bRed, bFlashTranslator;
Inventory Inv, Prev, Next, SelectedItem;
UTranslator translator;
double HalfHUDX, HalfHUDY;
double AmmoBarSize;
if ( (HudMode < 4) && !bNoWeapons ) // 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;
let pw = CPlayer.PendingWeapon;
int pwslot = -1;
if ( pw && (pw != WP_NOCHANGE) && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber;
Array<Weapon> wslots[10];
// clear the arrays before work
for ( int i=0; i<10; i++ ) wslots[i].Clear();
// first run, populate the full array of weapons
for ( int i=0; i<10; i++ )
{
for ( Inv = CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
if ( !(Inv is 'Weapon') ) continue;
let w = Weapon(Inv);
if ( w.SlotNumber != i ) continue;
int slot = w.SlotNumber;
wslots[slot].Push(w);
}
}
// second run, sort the slot arrays
for ( int i=0; i<10; i++ )
{
int j = 1;
while ( j < wslots[i].Size() )
{
int k = j;
while ( (k > 0) && (wslots[i][k-1].SelectionOrder >= wslots[i][k].SelectionOrder) )
{
Weapon tmp = wslots[i][k];
wslots[i][k] = wslots[i][k-1];
wslots[i][k-1] = tmp;
k--;
}
j++;
}
}
// draw the slots
if ( (HudMode < 4) && !bNoWeapons )
{
for ( int i=0; i<10; i++ )
{
if ( wslots[i].Size() <= 0 ) continue;
Font cfont = TinyFont;
if ( cwslot == i ) cfont = TinyWhiteFont;
int realslot = i?i:10;
CurX = HalfHUDX-3+realslot*6;
CurY = HalfHUDY+4;
Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",i),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
// Draw ammo bar(s)
int nammo = 0;
for ( int j=0; j<wslots[i].Size(); j++ ) if ( wslots[i][j].Ammo1 ) nammo++;
if ( nammo <= 0 ) continue;
int cbar = 0;
for ( int j=0; j<wslots[i].Size(); j++ )
{
let amo = wslots[i][j].Ammo1;
if ( !amo ) continue;
AmmoBarSize = 16*min(1.0,amo.Amount/double(amo.MaxAmount));
CurX = HalfHUDX-3+realslot*6+(4./nammo)*cbar;
CurY = HalfHUDY+29-AmmoBarSize;
if ( (AmmoBarSize < 8) && (amo.Amount < 10) && (amo.Amount > 0) && (nammo == 1) )
{
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 = Color(0,255,0);
if ( AmmoBarSize < 8 ) DrawColor = Color(255-int(AmmoBarSize)*30,int(AmmoBarSize)*30+40,0);
if ( wslots[i][j] != cw ) DrawColor = Color(DrawColor.r/2,DrawColor.g/2,DrawColor.b/2);
if ( amo.Amount > 0 )
{
Screen.DrawTexture(HudAmmo,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_FillColor,BlackColor,DTA_DestWidthF,4./nammo,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_DestWidthF,4./nammo,DTA_DestHeightF,AmmoBarSize);
}
cbar++;
}
}
}
// 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 = false )
{
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 ) return;
Font cfont = LargeFont;
if ( CPlayer.ReadyWeapon.Ammo1.Amount <= min(9,CPlayer.ReadyWeapon.Ammo1.MaxAmount/3) ) cfont = LargeRedFont;
if ( !HudMode )
{
CurX -= cfont.StringWidth(String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount))+2;
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.));
// TODO secondary ammo display
}
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);
return;
}
if ( ClipX < 320 ) HudMode = 4;
// Draw Armor
if ( HudMode < 2 ) DrawArmor(0,0);
else if ( (HudMode == 3) || (HudMode == 2) ) DrawArmor(0,ClipY-32);
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);
else if ( HudMode == 3 ) DrawInventory(ClipX-96,ClipY-64);
else if ( HudMode == 4 ) DrawInventory(ClipX-64,ClipY-64,true);
else if ( HudMode == 2 ) DrawInventory(ClipX/2-64,ClipY-32);
// 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();
}
private void DrawUnrealBar()
{
// 0.83 status bar, just for funsies
DrawImage("Bar083",(0,336),DI_ITEM_OFFSETS);
static const float slotofs[] = {525, 84, 128, 173, 216, 259, 349, 392, 436, 481};
for ( int i=0; i<10; i++ )
{
if ( !CPlayer.HasWeaponsInSlot(i) ) continue;
bool used = (CPlayer.ReadyWeapon&&(CPlayer.ReadyWeapon.SlotNumber==i));
DrawImage("Slot083",(slotofs[i],342),DI_ITEM_OFFSETS,used?1.:.8);
}
DrawString(mOldDigits,FormatNumber(CPlayer.health,3),(358,366),DI_TEXT_ALIGN_RIGHT);
int ArmorAmount = 0, CurAbs = -1;
Inventory BestArmor = null;
for ( Inventory Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
if ( !(Inv is 'UTArmor') ) continue;
ArmorAmount += Inv.Amount;
if ( Inv.Amount <= 0 ) continue;
if ( UTArmor(Inv).absorb > CurAbs )
{
CurAbs = UTArmor(Inv).absorb;
BestArmor = Inv;
}
}
for ( int i=0; i<6; i++ )
{
if ( !(BestArmor is OldArmorType[i]) ) continue;
DrawImage(OldArmor[i],(4,340),DI_ITEM_OFFSETS);
break;
}
if ( ArmorAmount ) DrawString(mOldDigits,FormatNumber(ArmorAmount,3),(167,366),DI_TEXT_ALIGN_RIGHT);
Inventory Ammo1, Ammo2;
[Ammo1, Ammo2] = GetCurrentAmmo();
if ( Ammo1 )
{
if ( Ammo1.Amount ) DrawString(mOldDigits,FormatNumber(Ammo1.Amount,3),(549,366),DI_TEXT_ALIGN_RIGHT);
for ( int i=0; i<18; i++ )
{
// match by ammo
if ( (OldAmmoType[i] is 'Ammo') && !(Ammo1 is OldAmmoType[i]) ) continue;
// match by weapon
if ( (OldAmmoType[i] is 'Weapon') && !(CPlayer.ReadyWeapon is OldAmmoType[i]) ) continue;
DrawImage(OldAmmo[i],(560,336),DI_ITEM_OFFSETS);
break;
}
}
// Need to draw the inventory bar (and translator)
if ( ClipX < 320 ) HudMode = 4;
DrawInventory(ClipX-96,0,false,true);
}
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;
}
}
}