- Alt HUD scriptification, part 1.

This commit is contained in:
Christoph Oelckers 2018-12-02 00:34:28 +01:00
commit 4a1f011dc1
5 changed files with 399 additions and 228 deletions

View file

@ -121,6 +121,8 @@ static FTextureID tnt1a0; // We need this to check for empty sprites.
static int hudwidth, hudheight; // current width/height for HUD display
static int statspace;
DObject *althud; // scripted parts. This is here to make a gradual transition
DVector2 AM_GetPosition();
//---------------------------------------------------------------------------
@ -131,30 +133,10 @@ DVector2 AM_GetPosition();
//---------------------------------------------------------------------------
static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, double trans = 0.75)
{
double scale1, scale2;
if (tex)
IFVM(AltHud, DrawImageToBox)
{
double texwidth=tex->GetScaledWidthDouble();
double texheight=tex->GetScaledHeightDouble();
if (w<texwidth) scale1=w/texwidth;
else scale1=1.0f;
if (h<texheight) scale2=h/texheight;
else scale2=1.0f;
if (scale2<scale1) scale1=scale2;
x+=w>>1;
y+=h;
w=(int)(texwidth*scale1);
h=(int)(texheight*scale1);
screen->DrawTexture(tex, x, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1, TAG_DONE);
VMValue params[] = { althud, tex->id.GetIndex(), x, y, w, h, trans };
VMCall(func, params, countof(params), nullptr, 0);
}
}
@ -164,26 +146,14 @@ static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, double tr
// Draws a text but uses a fixed width for all characters
//
//---------------------------------------------------------------------------
double GetBottomAlignOffset(FFont *font, int c);
static void DrawHudText(FFont *font, int color, char * text, int x, int y, double trans = 0.75)
{
int zerowidth;
FTexture *tex_zero = font->GetChar('0', &zerowidth);
x+=zerowidth/2;
for(int i=0;text[i];i++)
IFVM(AltHud, DrawHudText)
{
int width = font->GetCharWidth(text[i]);
double offset = GetBottomAlignOffset(font, text[i]);
screen->DrawChar(font, color, x, y, text[i],
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
DTA_LeftOffset, width/2, DTA_TopOffsetF, offset,
/*DTA_CenterBottomOffset, 1,*/ TAG_DONE);
x += zerowidth;
FString string = text;
VMValue params[] = { althud, font, color, &string, x, y, trans };
VMCall(func, params, countof(params), nullptr, 0);
}
}
@ -196,10 +166,11 @@ static void DrawHudText(FFont *font, int color, char * text, int x, int y, doubl
static void DrawHudNumber(FFont *font, int color, int num, int x, int y, double trans = 0.75)
{
char text[15];
mysnprintf(text, countof(text), "%d", num);
DrawHudText(font, color, text, x, y, trans);
IFVM(AltHud, DrawHudNumber)
{
VMValue params[] = { althud, font, color, num, x, y, trans };
VMCall(func, params, countof(params), nullptr, 0);
}
}
@ -209,57 +180,12 @@ static void DrawHudNumber(FFont *font, int color, int num, int x, int y, double
//
//===========================================================================
static void DrawStatLine(int x, int &y, const char *prefix, const char *string)
{
y -= SmallFont->GetHeight()-1;
screen->DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75, TAG_DONE);
screen->DrawText(SmallFont, hudcolor_stats, x+statspace, y, string,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75, TAG_DONE);
}
static void DrawStatus(player_t * CPlayer, int x, int y)
{
char tempstr[50];
if (hud_showscore)
IFVM(AltHud, DrawStatus)
{
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->Score);
DrawStatLine(x, y, "Sc:", tempstr);
}
if (hud_showstats)
{
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->accuracy);
DrawStatLine(x, y, "Ac:", tempstr);
mysnprintf(tempstr, countof(tempstr), "%i ", CPlayer->mo->stamina);
DrawStatLine(x, y, "St:", tempstr);
}
if (!deathmatch)
{
// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
// work in cooperative hub games
if (hud_showsecrets)
{
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->secretcount : level.found_secrets, level.total_secrets);
DrawStatLine(x, y, "S:", tempstr);
}
if (hud_showitems)
{
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->itemcount : level.found_items, level.total_items);
DrawStatLine(x, y, "I:", tempstr);
}
if (hud_showmonsters)
{
mysnprintf(tempstr, countof(tempstr), "%i/%i ", multiplayer? CPlayer->killcount : level.killed_monsters, level.total_monsters);
DrawStatLine(x, y, "K:", tempstr);
}
VMValue params[] = { althud, CPlayer, x, y };
VMCall(func, params, countof(params), nullptr, 0);
}
}
@ -272,21 +198,11 @@ static void DrawStatus(player_t * CPlayer, int x, int y)
static void DrawHealth(player_t *CPlayer, int x, int y)
{
int health = CPlayer->health;
// decide on the color first
int fontcolor =
health < hud_health_red ? CR_RED :
health < hud_health_yellow ? CR_GOLD :
health <= hud_health_green ? CR_GREEN :
CR_BLUE;
const bool haveBerserk = hud_berserk_health
&& nullptr != berserkpic
&& nullptr != CPlayer->mo->FindInventory(NAME_PowerStrength);
DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
IFVM(AltHud, DrawHealth)
{
VMValue params[] = { althud, CPlayer, x, y };
VMCall(func, params, countof(params), nullptr, 0);
}
}
//===========================================================================
@ -298,61 +214,10 @@ static void DrawHealth(player_t *CPlayer, int x, int y)
static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
{
int ap = 0;
int bestslot = 4;
if (harmor)
IFVM(AltHud, DrawArmor)
{
double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
auto ac = (Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4]);
ap += int(ac);
if (ac)
{
// Find the part of armor that protects the most
bestslot = 0;
for (int i = 1; i < 4; ++i)
{
if (Slots[i] > Slots[bestslot])
{
bestslot = i;
}
}
}
}
if (barmor)
{
ap += barmor->Amount;
}
if (ap)
{
// decide on color
int fontcolor =
ap < hud_armor_red ? CR_RED :
ap < hud_armor_yellow ? CR_GOLD :
ap <= hud_armor_green ? CR_GREEN :
CR_BLUE;
// Use the sprite of one of the predefined Hexen armor bonuses.
// This is not a very generic approach, but it is not possible
// to truly create new types of Hexen armor bonus items anyway.
if (harmor && bestslot < 4)
{
char icon[] = "AR_1A0";
switch (bestslot)
{
case 1: icon[3] = '2'; break;
case 2: icon[3] = '3'; break;
case 3: icon[3] = '4'; break;
default: break;
}
DrawImageToBox(TexMan.FindTexture(icon, ETextureType::Sprite), x, y, 31, 17);
}
else if (barmor) DrawImageToBox(TexMan[barmor->Icon], x, y, 31, 17);
DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
VMValue params[] = { althud, barmor, harmor, x, y };
VMCall(func, params, countof(params), nullptr, 0);
}
}
@ -362,55 +227,6 @@ static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
//
//===========================================================================
//---------------------------------------------------------------------------
//
// Draw one key
//
// Regarding key icons, Doom's are too small, Heretic doesn't have any,
// for Hexen the in-game sprites look better and for Strife it doesn't matter
// so always use the spawn state's sprite instead of the icon here unless an
// override is specified in ALTHUDCF.
//
//---------------------------------------------------------------------------
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
FTextureID icon = FNullTextureID();
FTextureID AltIcon = inv->AltHUDIcon;
if (!AltIcon.Exists()) return;
if (AltIcon.isValid())
{
icon = AltIcon;
}
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
{
FState * state = inv->SpawnState;
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
if (sprframe->Texture[0] != tnt1a0)
icon = sprframe->Texture[0];
}
}
if (icon.isNull()) icon = inv->Icon;
if (icon.isValid())
{
x -= 9;
DrawImageToBox(TexMan[icon], x, y, 8, 10);
c++;
if (c>=10)
{
x=xo;
y-=11;
c=0;
}
}
}
//---------------------------------------------------------------------------
//
// Draw all keys
@ -419,27 +235,17 @@ static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
static int DrawKeys(player_t * CPlayer, int x, int y)
{
int yo=y;
int xo=x;
int c=0;
AInventory *inv;
if (!deathmatch)
IFVM(AltHud, DrawKeys)
{
int i = P_GetKeyTypeCount();
for(i--; i >= 0; i--)
{
if ((inv = CPlayer->mo->FindInventory(P_GetKeyType(i))))
{
DrawOneKey(xo, x, y, c, inv);
}
}
VMValue params[] = { althud, CPlayer, x, y };
int retv;
VMReturn ret(&retv);
VMCall(func, params, countof(params), &ret, 1);
return retv;
}
if (x == xo && y != yo) y+=11;
return y-11;
return 0;
}
//---------------------------------------------------------------------------
//
// Drawing Ammo
@ -1029,6 +835,18 @@ void DrawHUD()
hudwidth = SCREENWIDTH / scale;
hudheight = hud_aspectscale ? int(SCREENHEIGHT / (scale*1.2)) : SCREENHEIGHT / scale;
// Until the script export is complete we need to do some manual setup here
auto cls = PClass::FindClass("AltHud");
if (!cls) return;
althud = cls->CreateNew();
althud->IntVar("hudwidth") = hudwidth;
althud->IntVar("hudheight") = hudheight;
althud->IntVar("statspace") = statspace;
althud->IntVar("healthpic") = healthpic? healthpic->id.GetIndex() : -1;
althud->IntVar("berserkpic") = berserkpic? berserkpic->id.GetIndex() : -1;
althud->PointerVar<FFont>("HUDFont") = HudFont;
if (!automapactive)
{
int i;
@ -1094,6 +912,9 @@ void DrawHUD()
DrawCoordinates(CPlayer);
}
if (althud) althud->Destroy();
althud = nullptr;
}
/////////////////////////////////////////////////////////////////////////