- Show item counter on automap - Enable thicker automap lines and anti-aliased lines for better visibility with high res displays - Enable textured automap - HUD border scaling factor to better match default status bar scaling - Enable subtitles - Set render quality to "quality" to fix level mesh seams (gl_seamless) - Enable mouse in menus by default (instead of touchscreen-like) - Don't show ENDDOOM when quitting the app - Enable the first crosshair, and set its scale slightly smaller - Grow crosshair when picking up items - Set autoaim slider to 0 - Show nametags when switching items and weapons - Always run enabled - Disable save/load confirmation dialog - Enable quicksave rotation - Enable additively-translucent Doom rocket explosion - Increase default particles to 10k, and increase the slider to 65k (engine limit) - Disable night vision effect - Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry - Set particle style to round as it matches the pixelated aesthetics better
1480 lines
39 KiB
C++
1480 lines
39 KiB
C++
/*
|
|
** shared_sbar.cpp
|
|
** Base status bar implementation
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 Randy Heit
|
|
** Copyright 2017 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include <assert.h>
|
|
|
|
|
|
#include "sbar.h"
|
|
#include "c_cvars.h"
|
|
#include "c_dispatch.h"
|
|
#include "c_console.h"
|
|
#include "v_video.h"
|
|
#include "filesystem.h"
|
|
#include "s_sound.h"
|
|
#include "gi.h"
|
|
#include "doomstat.h"
|
|
#include "g_level.h"
|
|
#include "d_net.h"
|
|
#include "d_player.h"
|
|
#include "serializer.h"
|
|
#include "serialize_obj.h"
|
|
#include "r_utility.h"
|
|
#include "cmdlib.h"
|
|
#include "g_levellocals.h"
|
|
#include "vm.h"
|
|
#include "p_acs.h"
|
|
#include "sbarinfo.h"
|
|
#include "gstrings.h"
|
|
#include "events.h"
|
|
#include "g_game.h"
|
|
#include "utf8.h"
|
|
#include "texturemanager.h"
|
|
#include "v_palette.h"
|
|
#include "v_draw.h"
|
|
#include "m_fixed.h"
|
|
|
|
#include "../version.h"
|
|
|
|
#define XHAIRSHRINKSIZE (1./18)
|
|
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
|
|
#define POWERUPICONSIZE 32
|
|
|
|
IMPLEMENT_CLASS(DBaseStatusBar, false, true)
|
|
|
|
IMPLEMENT_POINTERS_START(DBaseStatusBar)
|
|
IMPLEMENT_POINTER(Messages[0])
|
|
IMPLEMENT_POINTER(Messages[1])
|
|
IMPLEMENT_POINTER(Messages[2])
|
|
IMPLEMENT_POINTER(AltHud)
|
|
IMPLEMENT_POINTERS_END
|
|
|
|
EXTERN_CVAR (Bool, am_showmonsters)
|
|
EXTERN_CVAR (Bool, am_showsecrets)
|
|
EXTERN_CVAR (Bool, am_showitems)
|
|
EXTERN_CVAR (Bool, am_showtime)
|
|
EXTERN_CVAR (Bool, am_showtotaltime)
|
|
EXTERN_CVAR(Bool, inter_subtitles)
|
|
EXTERN_CVAR(Bool, ui_screenborder_classic_scaling)
|
|
|
|
CVAR(Int, hud_scale, 0, CVAR_ARCHIVE);
|
|
CVAR(Bool, log_vgafont, false, CVAR_ARCHIVE)
|
|
CVAR(Bool, hud_oldscale, true, CVAR_ARCHIVE)
|
|
|
|
DBaseStatusBar *StatusBar;
|
|
|
|
extern int setblocks;
|
|
|
|
CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
|
|
CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
|
|
CVAR (Flag, pf_poison, paletteflash, PF_POISON)
|
|
CVAR (Flag, pf_ice, paletteflash, PF_ICE)
|
|
CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
|
|
|
|
|
|
// Stretch status bar to full screen width?
|
|
CUSTOM_CVAR (Int, st_scale, 0, CVAR_ARCHIVE)
|
|
{
|
|
if (self < -1)
|
|
{
|
|
self = -1;
|
|
return;
|
|
}
|
|
if (StatusBar)
|
|
{
|
|
StatusBar->SetScale();
|
|
setsizeneeded = true;
|
|
}
|
|
}
|
|
|
|
EXTERN_CVAR(Float, hud_scalefactor)
|
|
EXTERN_CVAR(Bool, hud_aspectscale)
|
|
|
|
CVAR (Bool, crosshairon, true, CVAR_ARCHIVE);
|
|
CVAR (Int, crosshair, 1, CVAR_ARCHIVE)
|
|
CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
|
|
CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
|
|
{
|
|
if (self < 0 || self > 2) self = 2;
|
|
}
|
|
|
|
CVAR (Bool, idmypos, false, 0);
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_DrawFrame
|
|
//
|
|
// Draw a frame around the specified area using the view border
|
|
// frame graphics. The border is drawn outside the area, not in it.
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height, bool scalemode)
|
|
{
|
|
FGameTexture* p;
|
|
const gameborder_t* border = &gameinfo.Border;
|
|
// Sanity check for incomplete gameinfo
|
|
if (border == NULL)
|
|
return;
|
|
int offset = border->offset;
|
|
int right = left + width;
|
|
int bottom = top + height;
|
|
|
|
float sw = drawer->GetClassicFlatScalarWidth();
|
|
float sh = drawer->GetClassicFlatScalarHeight();
|
|
|
|
if (!scalemode)
|
|
{
|
|
// Draw top and bottom sides.
|
|
p = TexMan.GetGameTextureByName(border->t);
|
|
drawer->AddFlatFill(left, top - (int)p->GetDisplayHeight(), right, top, p, true);
|
|
p = TexMan.GetGameTextureByName(border->b);
|
|
drawer->AddFlatFill(left, bottom, right, bottom + (int)p->GetDisplayHeight(), p, true);
|
|
|
|
// Draw left and right sides.
|
|
p = TexMan.GetGameTextureByName(border->l);
|
|
drawer->AddFlatFill(left - (int)p->GetDisplayWidth(), top, left, bottom, p, true);
|
|
p = TexMan.GetGameTextureByName(border->r);
|
|
drawer->AddFlatFill(right, top, right + (int)p->GetDisplayWidth(), bottom, p, true);
|
|
|
|
// Draw beveled corners.
|
|
DrawTexture(drawer, TexMan.GetGameTextureByName(border->tl), left - offset, top - offset, TAG_DONE);
|
|
DrawTexture(drawer, TexMan.GetGameTextureByName(border->tr), left + width, top - offset, TAG_DONE);
|
|
DrawTexture(drawer, TexMan.GetGameTextureByName(border->bl), left - offset, top + height, TAG_DONE);
|
|
DrawTexture(drawer, TexMan.GetGameTextureByName(border->br), left + width, top + height, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
// Draw top and bottom sides.
|
|
p = TexMan.GetGameTextureByName(border->t);
|
|
drawer->AddFlatFill(left, top - (int)(p->GetDisplayHeight() / sh), right, top, p, -2);
|
|
p = TexMan.GetGameTextureByName(border->b);
|
|
drawer->AddFlatFill(left, bottom, right, bottom + (int)(p->GetDisplayHeight() / sh), p, -2);
|
|
|
|
// Draw left and right sides.
|
|
p = TexMan.GetGameTextureByName(border->l);
|
|
drawer->AddFlatFill(left - (int)(p->GetDisplayWidth() / sw), top, left, bottom, p, -2);
|
|
p = TexMan.GetGameTextureByName(border->r);
|
|
drawer->AddFlatFill(right, top, right + (int)(p->GetDisplayWidth() / sw), bottom, p, -2);
|
|
|
|
// Draw beveled corners.
|
|
p = TexMan.GetGameTextureByName(border->tl);
|
|
drawer->AddFlatFill(left - (int)(p->GetDisplayWidth() / sw), top - (int)(p->GetDisplayHeight() / sh), left, top, p, -2);
|
|
p = TexMan.GetGameTextureByName(border->tr);
|
|
drawer->AddFlatFill(right, top - (int)(p->GetDisplayHeight() / sh), right + (int)(p->GetDisplayWidth() / sw), top, p, -2);
|
|
p = TexMan.GetGameTextureByName(border->bl);
|
|
drawer->AddFlatFill(left - (int)(p->GetDisplayWidth() / sw), bottom, left, bottom + (int)(p->GetDisplayHeight() / sh), p, -2);
|
|
p = TexMan.GetGameTextureByName(border->br);
|
|
drawer->AddFlatFill(right, bottom, right + (int)(p->GetDisplayWidth() / sw), bottom + (int)(p->GetDisplayHeight() / sh), p, -2);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(x);
|
|
PARAM_INT(y);
|
|
PARAM_INT(w);
|
|
PARAM_INT(h);
|
|
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
|
|
V_DrawFrame(twod, x, y, w, h, false);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Load crosshair definitions
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ST_LoadCrosshair(bool alwaysload)
|
|
{
|
|
int num = 0;
|
|
|
|
if (!crosshairforce &&
|
|
players[consoleplayer].camera != NULL &&
|
|
players[consoleplayer].camera->player != NULL &&
|
|
players[consoleplayer].camera->player->ReadyWeapon != NULL)
|
|
{
|
|
num = players[consoleplayer].camera->player->ReadyWeapon->IntVar(NAME_Crosshair);
|
|
}
|
|
if (num == 0)
|
|
{
|
|
num = crosshair;
|
|
}
|
|
ST_LoadCrosshair(num, alwaysload);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// ST_Clear
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ST_Clear()
|
|
{
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->Destroy();
|
|
StatusBar = NULL;
|
|
}
|
|
ST_UnloadCrosshair();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// create a new status bar
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void CreateBaseStatusBar()
|
|
{
|
|
assert(nullptr == StatusBar);
|
|
|
|
PClass* const statusBarClass = PClass::FindClass("BaseStatusBar");
|
|
assert(nullptr != statusBarClass);
|
|
|
|
StatusBar = static_cast<DBaseStatusBar*>(statusBarClass->CreateNew());
|
|
StatusBar->SetSize(0);
|
|
}
|
|
|
|
static void CreateGameInfoStatusBar(bool &shouldWarn)
|
|
{
|
|
auto cls = PClass::FindClass(gameinfo.statusbarclass);
|
|
if (cls == nullptr)
|
|
{
|
|
if (shouldWarn)
|
|
{
|
|
Printf(TEXTCOLOR_RED "Unknown status bar class \"%s\"\n", gameinfo.statusbarclass.GetChars());
|
|
shouldWarn = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)))
|
|
{
|
|
StatusBar = (DBaseStatusBar *)cls->CreateNew();
|
|
}
|
|
else if (shouldWarn)
|
|
{
|
|
Printf(TEXTCOLOR_RED "Status bar class \"%s\" is not derived from BaseStatusBar\n", gameinfo.statusbarclass.GetChars());
|
|
shouldWarn = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ST_CreateStatusBar(bool bTitleLevel)
|
|
{
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->Destroy();
|
|
StatusBar = NULL;
|
|
}
|
|
GC::AddMarkerFunc([]() { GC::Mark(StatusBar); });
|
|
|
|
bool shouldWarn = true;
|
|
|
|
if (bTitleLevel)
|
|
{
|
|
CreateBaseStatusBar();
|
|
}
|
|
else
|
|
{
|
|
// The old rule of 'what came last wins' goes here, as well.
|
|
// If the most recent SBARINFO definition comes before a status bar class definition it will be picked,
|
|
// if the class is defined later, this will be picked. If both come from the same file, the class definition will win.
|
|
int sbarinfolump = fileSystem.CheckNumForName("SBARINFO");
|
|
int sbarinfofile = fileSystem.GetFileContainer(sbarinfolump);
|
|
if (gameinfo.statusbarclassfile >= gameinfo.statusbarfile && gameinfo.statusbarclassfile >= sbarinfofile)
|
|
{
|
|
CreateGameInfoStatusBar(shouldWarn);
|
|
}
|
|
}
|
|
if (StatusBar == nullptr && SBarInfoScript[SCRIPT_CUSTOM] != nullptr)
|
|
{
|
|
int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
|
|
|
|
//Did the user specify a "base"
|
|
if (cstype == GAME_Any) //Use the default, empty or custom.
|
|
{
|
|
StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
|
|
}
|
|
else
|
|
{
|
|
StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
|
|
}
|
|
// SBARINFO failed so try the current statusbarclass again.
|
|
if (StatusBar == nullptr)
|
|
{
|
|
CreateGameInfoStatusBar(shouldWarn);
|
|
}
|
|
}
|
|
if (StatusBar == nullptr)
|
|
{
|
|
FName defname = NAME_None;
|
|
|
|
if (gameinfo.gametype & GAME_DoomChex) defname = "DoomStatusBar";
|
|
else if (gameinfo.gametype == GAME_Heretic) defname = "HereticStatusBar";
|
|
else if (gameinfo.gametype == GAME_Hexen) defname = "HexenStatusBar";
|
|
else if (gameinfo.gametype == GAME_Strife) defname = "StrifeStatusBar";
|
|
if (defname != NAME_None)
|
|
{
|
|
auto cls = PClass::FindClass(defname);
|
|
if (cls != nullptr)
|
|
{
|
|
assert(cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)));
|
|
StatusBar = (DBaseStatusBar *)cls->CreateNew();
|
|
}
|
|
}
|
|
}
|
|
if (StatusBar == nullptr)
|
|
{
|
|
CreateBaseStatusBar();
|
|
}
|
|
|
|
IFVIRTUALPTR(StatusBar, DBaseStatusBar, Init)
|
|
{
|
|
VMValue params[] = { StatusBar };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
|
|
GC::WriteBarrier(StatusBar);
|
|
StatusBar->AttachToPlayer(&players[consoleplayer]);
|
|
StatusBar->NewGame();
|
|
}
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Constructor
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
DBaseStatusBar::DBaseStatusBar ()
|
|
{
|
|
CompleteBorder = false;
|
|
Centering = false;
|
|
FixedOrigin = false;
|
|
CrosshairSize = 1.;
|
|
memset(Messages, 0, sizeof(Messages));
|
|
Displacement = 0;
|
|
CPlayer = NULL;
|
|
ShowLog = false;
|
|
defaultScale = { (double)CleanXfac, (double)CleanYfac };
|
|
SetSize(0);
|
|
|
|
CreateAltHUD();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROP Destroy
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::OnDestroy ()
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *msg = Messages[i];
|
|
while (msg)
|
|
{
|
|
DHUDMessageBase *next = msg->Next;
|
|
msg->Next = nullptr;
|
|
msg->Destroy();
|
|
msg = next;
|
|
}
|
|
Messages[i] = nullptr;
|
|
}
|
|
if (AltHud) AltHud->Destroy();
|
|
Super::OnDestroy();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC SetScaled
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::SetScale ()
|
|
{
|
|
if (!hud_oldscale)
|
|
{
|
|
Super::SetScale();
|
|
return;
|
|
}
|
|
|
|
ValidateResolution(HorizontalResolution, VerticalResolution);
|
|
|
|
int w = twod->GetWidth();
|
|
int h = twod->GetHeight();
|
|
if (st_scale < 0 || ForcedScale)
|
|
{
|
|
// This is the classic fullscreen scale with aspect ratio compensation.
|
|
int sby = VerticalResolution - RelTop;
|
|
float aspect = ActiveRatio(w, h);
|
|
if (!AspectTallerThanWide(aspect))
|
|
{
|
|
// Wider or equal than 4:3
|
|
SBarTop = Scale(sby, h, VerticalResolution);
|
|
double width4_3 = w * 1.333 / aspect;
|
|
ST_X = int((w - width4_3) / 2);
|
|
}
|
|
else
|
|
{ // 5:4 resolution
|
|
ST_X = 0;
|
|
|
|
// this was far more obtuse before...
|
|
double height4_3 = h * aspect / 1.333;
|
|
SBarTop = int(h - height4_3 + sby * height4_3 / VerticalResolution);
|
|
}
|
|
Displacement = 0;
|
|
SBarScale.X = -1;
|
|
ST_Y = 0;
|
|
}
|
|
else
|
|
{
|
|
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
|
|
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
|
|
// the resulting scaling factor needs to be reduced accordingly.
|
|
int realscale = clamp((320 * GetUIScale(twod, st_scale)) / HorizontalResolution, 1, w / HorizontalResolution);
|
|
|
|
double realscaley = realscale * (hud_aspectscale ? 1.2 : 1.);
|
|
|
|
ST_X = (w - HorizontalResolution * realscale) / 2;
|
|
SBarTop = int(h - RelTop * realscaley);
|
|
if (RelTop > 0)
|
|
{
|
|
Displacement = double((SBarTop * VerticalResolution / h) - (VerticalResolution - RelTop))/RelTop/realscaley;
|
|
}
|
|
else
|
|
{
|
|
Displacement = 0;
|
|
}
|
|
SBarScale.X = realscale;
|
|
SBarScale.Y = realscaley;
|
|
ST_Y = int(h - VerticalResolution * realscaley);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC GetHUDScale
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DVector2 DBaseStatusBar::GetHUDScale() const
|
|
{
|
|
if (!hud_oldscale)
|
|
{
|
|
return Super::GetHUDScale();
|
|
}
|
|
|
|
int scale;
|
|
if (hud_scale < 0 || ForcedScale) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions.
|
|
{
|
|
return defaultScale;
|
|
}
|
|
scale = GetUIScale(twod, hud_scale);
|
|
|
|
int hres = HorizontalResolution;
|
|
int vres = VerticalResolution;
|
|
ValidateResolution(hres, vres);
|
|
|
|
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
|
|
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
|
|
// the resulting scaling factor needs to be reduced accordingly.
|
|
int realscale = max<int>(1, (320 * scale) / hres);
|
|
return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) };
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// automap HUD common drawer
|
|
// This is not called directly to give a status bar the opportunity to
|
|
// change the text colors. If you want to do something different,
|
|
// override DrawAutomap directly.
|
|
//
|
|
//============================================================================
|
|
|
|
void FormatMapName(FLevelLocals *self, int cr, FString *result);
|
|
|
|
void DBaseStatusBar::DoDrawAutomapHUD(int crdefault, int highlight)
|
|
{
|
|
auto scalev = GetHUDScale();
|
|
int vwidth = int(twod->GetWidth() / scalev.X);
|
|
int vheight = int(twod->GetHeight() / scalev.Y);
|
|
|
|
auto font = generic_ui ? NewSmallFont : SmallFont;
|
|
auto font2 = font;
|
|
auto fheight = font->GetHeight();
|
|
FString textbuffer;
|
|
int sec;
|
|
int y = 0;
|
|
int textdist = 4;
|
|
int zerowidth = font->GetCharWidth('0');
|
|
|
|
if (!generic_ui)
|
|
{
|
|
// If the original font does not have accents this will strip them - but a fallback to the VGA font is not desirable here for such cases.
|
|
if (!font->CanPrint(GStrings("AM_MONSTERS")) || !font->CanPrint(GStrings("AM_SECRETS")) || !font->CanPrint(GStrings("AM_ITEMS"))) font2 = OriginalSmallFont;
|
|
}
|
|
|
|
if (am_showtime)
|
|
{
|
|
sec = Tics2Seconds(primaryLevel->time);
|
|
textbuffer.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
|
DrawText(twod, font, crdefault, vwidth - zerowidth * 8 - textdist, y, textbuffer, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
|
|
DTA_Monospace, EMonospacing::CellCenter, DTA_Spacing, zerowidth, DTA_KeepRatio, true, TAG_END);
|
|
y += fheight;
|
|
}
|
|
|
|
if (am_showtotaltime)
|
|
{
|
|
sec = Tics2Seconds(primaryLevel->totaltime);
|
|
textbuffer.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
|
DrawText(twod, font, crdefault, vwidth - zerowidth * 8 - textdist, y, textbuffer, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
|
|
DTA_Monospace, EMonospacing::CellCenter, DTA_Spacing, zerowidth, DTA_KeepRatio, true, TAG_END);
|
|
}
|
|
|
|
if (!deathmatch)
|
|
{
|
|
y = 0;
|
|
if (am_showmonsters)
|
|
{
|
|
textbuffer.Format("%s\34%c %d/%d", GStrings("AM_MONSTERS"), crdefault + 65, primaryLevel->killed_monsters, primaryLevel->total_monsters);
|
|
DrawText(twod, font2, highlight, textdist, y, textbuffer, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
|
|
y += fheight;
|
|
}
|
|
|
|
if (am_showsecrets)
|
|
{
|
|
textbuffer.Format("%s\34%c %d/%d", GStrings("AM_SECRETS"), crdefault + 65, primaryLevel->found_secrets, primaryLevel->total_secrets);
|
|
DrawText(twod, font2, highlight, textdist, y, textbuffer, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
|
|
y += fheight;
|
|
}
|
|
|
|
// Draw item count
|
|
if (am_showitems)
|
|
{
|
|
textbuffer.Format("%s\34%c %d/%d", GStrings("AM_ITEMS"), crdefault + 65, primaryLevel->found_items, primaryLevel->total_items);
|
|
DrawText(twod, font2, highlight, textdist, y, textbuffer, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
|
|
y += fheight;
|
|
}
|
|
|
|
}
|
|
|
|
FormatMapName(primaryLevel, crdefault, &textbuffer);
|
|
|
|
if (!generic_ui)
|
|
{
|
|
if (!font->CanPrint(textbuffer)) font = OriginalSmallFont;
|
|
}
|
|
|
|
auto lines = V_BreakLines(font, vwidth - 32, textbuffer, true);
|
|
auto numlines = lines.Size();
|
|
auto finalwidth = lines.Last().Width;
|
|
|
|
|
|
// calculate the top of the statusbar including any protrusion and transform it from status bar to screen space.
|
|
double x = 0, yy = 0, w = HorizontalResolution, h = 0;
|
|
StatusbarToRealCoords(x, yy, w, h);
|
|
|
|
IFVIRTUAL(DStatusBarCore, GetProtrusion)
|
|
{
|
|
int prot = 0;
|
|
VMValue params[] = { this, double(finalwidth * scalev.X / w) };
|
|
VMReturn ret(&prot);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
h = prot;
|
|
}
|
|
|
|
StatusbarToRealCoords(x, yy, w, h);
|
|
|
|
// Get the y coordinate for the first line of the map name text.
|
|
y = Scale(GetTopOfStatusbar() - int(h), vheight, twod->GetHeight()) - fheight * numlines;
|
|
|
|
// Draw the texts centered above the status bar.
|
|
for (unsigned i = 0; i < numlines; i++)
|
|
{
|
|
int x = (vwidth - font->StringWidth(lines[i].Text)) / 2;
|
|
DrawText(twod, font, highlight, x, y, lines[i].Text, DTA_KeepRatio, true, DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight, TAG_DONE);
|
|
y += fheight;
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DBaseStatusBar, DoDrawAutomapHUD)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DBaseStatusBar);
|
|
PARAM_INT(crdefault);
|
|
PARAM_INT(highlight);
|
|
self->DoDrawAutomapHUD(crdefault, highlight);
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC AttachToPlayer
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::AttachToPlayer(player_t *player)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, AttachToPlayer)
|
|
{
|
|
VMValue params[] = { (DObject*)this, player };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC GetPlayer
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int DBaseStatusBar::GetPlayer ()
|
|
{
|
|
return int(CPlayer - players);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC Tick
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::Tick ()
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *msg = Messages[i];
|
|
|
|
while (msg)
|
|
{
|
|
DHUDMessageBase *next = msg->Next;
|
|
|
|
if (msg->CallTick ())
|
|
{
|
|
DetachMessage(msg);
|
|
msg->Destroy();
|
|
}
|
|
msg = next;
|
|
}
|
|
|
|
// If the crosshair has been enlarged, shrink it.
|
|
if (CrosshairSize > 1.)
|
|
{
|
|
CrosshairSize -= XHAIRSHRINKSIZE;
|
|
if (CrosshairSize < 1.)
|
|
{
|
|
CrosshairSize = 1.;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (artiflashTick > 0)
|
|
artiflashTick--;
|
|
|
|
if (itemflashFade > 0)
|
|
{
|
|
itemflashFade -= 1 / 14.;
|
|
if (itemflashFade < 0)
|
|
{
|
|
itemflashFade = 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void DBaseStatusBar::CallTick()
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, Tick)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
else Tick();
|
|
mugshot.Tick(CPlayer);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC AttachMessage
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::AttachMessage (DHUDMessageBase *msg, uint32_t id, int layer)
|
|
{
|
|
DHUDMessageBase *old = NULL;
|
|
DObject* pointing;
|
|
TObjPtr<DHUDMessageBase *>*prevp;
|
|
DHUDMessageBase* prev;
|
|
|
|
old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id);
|
|
if (old != NULL)
|
|
{
|
|
old->Destroy();
|
|
}
|
|
|
|
// Merge unknown layers into the default layer.
|
|
if ((size_t)layer >= countof(Messages))
|
|
{
|
|
layer = HUDMSGLayer_Default;
|
|
}
|
|
|
|
pointing = this;
|
|
prevp = &Messages[layer];
|
|
prev = *prevp;
|
|
|
|
// The ID serves as a priority, where lower numbers appear in front of
|
|
// higher numbers. (i.e. The list is sorted in descending order, since
|
|
// it gets drawn back to front.)
|
|
while (prev != NULL && prev->SBarID > id)
|
|
{
|
|
pointing = prev;
|
|
prevp = &prev->Next;
|
|
prev = *prevp;
|
|
}
|
|
|
|
msg->Next = prev;
|
|
msg->SBarID = id;
|
|
*prevp = msg;
|
|
GC::WriteBarrier(msg, prev);
|
|
GC::WriteBarrier(pointing, msg);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DetachMessage
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DHUDMessageBase *DBaseStatusBar::DetachMessage (DHUDMessageBase *msg)
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *probe = Messages[i];
|
|
DObject* pointing = this;
|
|
TObjPtr<DHUDMessageBase *>*prev = &Messages[i];
|
|
|
|
while (probe && probe != msg)
|
|
{
|
|
pointing = probe;
|
|
prev = &probe->Next;
|
|
probe = probe->Next;
|
|
}
|
|
if (probe != NULL)
|
|
{
|
|
GC::WriteBarrier(pointing, probe->Next);
|
|
*prev = probe->Next;
|
|
probe->Next = nullptr;
|
|
return probe;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DHUDMessageBase *DBaseStatusBar::DetachMessage (uint32_t id)
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DObject* pointing = this;
|
|
DHUDMessageBase *probe = Messages[i];
|
|
TObjPtr<DHUDMessageBase *>*prev = &Messages[i];
|
|
|
|
while (probe && probe->SBarID != id)
|
|
{
|
|
pointing = probe;
|
|
prev = &probe->Next;
|
|
probe = probe->Next;
|
|
}
|
|
if (probe != NULL)
|
|
{
|
|
GC::WriteBarrier(pointing, probe->Next);
|
|
*prev = probe->Next;
|
|
probe->Next = nullptr;
|
|
return probe;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DetachAllMessages
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DetachAllMessages ()
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *probe = Messages[i];
|
|
|
|
Messages[i] = nullptr;
|
|
while (probe != NULL)
|
|
{
|
|
DHUDMessageBase *next = probe->Next;
|
|
probe->Destroy();
|
|
probe = next;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC ShowPlayerName
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::ShowPlayerName ()
|
|
{
|
|
EColorRange color;
|
|
|
|
color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
|
|
AttachMessage (Create<DHUDMessageFadeOut> (nullptr, CPlayer->userinfo.GetName(),
|
|
1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static FTextureID GetBorderTexture(FLevelLocals *Level)
|
|
{
|
|
if (Level != nullptr && Level->info != nullptr && Level->info->BorderTexture.Len() != 0)
|
|
{
|
|
auto picnum = TexMan.CheckForTexture (Level->info->BorderTexture, ETextureType::Flat);
|
|
if (picnum.isValid()) return picnum;
|
|
}
|
|
return TexMan.CheckForTexture (gameinfo.BorderFlat, ETextureType::Flat);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RefreshViewBorder
|
|
//
|
|
// Draws the border around the player view, if needed.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DBaseStatusBar::RefreshViewBorder ()
|
|
{
|
|
if (setblocks < 10)
|
|
{
|
|
int Width = twod->GetWidth();
|
|
if (viewwidth == Width)
|
|
{
|
|
return;
|
|
}
|
|
auto tex = GetBorderTexture(primaryLevel);
|
|
DrawBorder(twod, tex, 0, 0, Width, viewwindowy);
|
|
DrawBorder(twod, tex, 0, viewwindowy, viewwindowx, viewheight + viewwindowy);
|
|
DrawBorder(twod, tex, viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
|
|
DrawBorder(twod, tex, 0, viewwindowy + viewheight, Width, StatusBar->GetTopOfStatusbar());
|
|
|
|
V_DrawFrame(twod, viewwindowx, viewwindowy, viewwidth, viewheight, ui_screenborder_classic_scaling);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// RefreshBackground
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::RefreshBackground () const
|
|
{
|
|
int x, x2, y;
|
|
|
|
float ratio = ActiveRatio (twod->GetWidth(), twod->GetHeight());
|
|
x = ST_X;
|
|
y = SBarTop;
|
|
|
|
if (x == 0 && y == twod->GetHeight()) return;
|
|
|
|
auto tex = GetBorderTexture(primaryLevel);
|
|
|
|
float sh = twod->GetClassicFlatScalarHeight();
|
|
|
|
if(!CompleteBorder)
|
|
{
|
|
if(y < twod->GetHeight())
|
|
{
|
|
DrawBorder(twod, tex, x+1, y, twod->GetWidth(), y+1);
|
|
DrawBorder(twod, tex, x+1, twod->GetHeight()-1, twod->GetWidth(), twod->GetHeight());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
x = twod->GetWidth();
|
|
}
|
|
|
|
if (x > 0)
|
|
{
|
|
if(!CompleteBorder)
|
|
{
|
|
x2 = twod->GetWidth() - ST_X;
|
|
}
|
|
else
|
|
{
|
|
x2 = twod->GetWidth();
|
|
}
|
|
|
|
DrawBorder(twod, tex, 0, y, x+1, twod->GetHeight());
|
|
DrawBorder(twod, tex, x2-1, y, twod->GetWidth(), twod->GetHeight());
|
|
|
|
if (setblocks >= 10)
|
|
{
|
|
FGameTexture *p = TexMan.GetGameTextureByName(gameinfo.Border.b);
|
|
if (p != NULL)
|
|
{
|
|
if (!ui_screenborder_classic_scaling)
|
|
{
|
|
int h = int(0.5 + p->GetDisplayHeight());
|
|
twod->AddFlatFill(0, y, x, y + h, p, true);
|
|
twod->AddFlatFill(x2, y, twod->GetWidth(), y + h, p, true);
|
|
}
|
|
else
|
|
{
|
|
int h = (int)((0.5f + p->GetDisplayHeight()) / sh);
|
|
twod->AddFlatFill(0, y, x, y + h, p, -2);
|
|
twod->AddFlatFill(x2, y, twod->GetWidth(), y + h, p, -2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawCrosshair ()
|
|
{
|
|
if (!crosshairon)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Don't draw the crosshair in chasecam mode
|
|
if (players[consoleplayer].cheats & CF_CHASECAM)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ST_LoadCrosshair();
|
|
|
|
// Don't draw the crosshair if there is none
|
|
if (gamestate == GS_TITLELEVEL || r_viewpoint.camera->health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
int health = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->health);
|
|
|
|
ST_DrawCrosshair(health, viewwidth / 2 + viewwindowx, viewheight / 2 + viewwindowy, CrosshairSize);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FlashCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::FlashCrosshair ()
|
|
{
|
|
CrosshairSize = XHAIRPICKUPSIZE;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawMessages
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawMessages (int layer, int bottom)
|
|
{
|
|
DHUDMessageBase *msg = Messages[layer];
|
|
int visibility = 0;
|
|
|
|
if (viewactive)
|
|
{
|
|
visibility |= HUDMSG_NotWith3DView;
|
|
}
|
|
if (automapactive)
|
|
{
|
|
visibility |= viewactive ? HUDMSG_NotWithOverlayMap : HUDMSG_NotWithFullMap;
|
|
}
|
|
while (msg)
|
|
{
|
|
DHUDMessageBase *next = msg->Next;
|
|
msg->CallDraw (bottom, visibility);
|
|
msg = next;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::Draw (EHudState state, double ticFrac)
|
|
{
|
|
// HUD_AltHud state is for popups only
|
|
if (state == HUD_AltHud)
|
|
return;
|
|
|
|
if (state == HUD_StatusBar)
|
|
{
|
|
RefreshBackground ();
|
|
}
|
|
|
|
if (idmypos)
|
|
{
|
|
// Draw current coordinates
|
|
IFVIRTUAL(DBaseStatusBar, DrawMyPos)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
}
|
|
|
|
if (viewactive)
|
|
{
|
|
if (CPlayer && CPlayer->camera && CPlayer->camera->player)
|
|
{
|
|
DrawCrosshair ();
|
|
}
|
|
}
|
|
else if (automapactive)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, DrawAutomapHUD)
|
|
{
|
|
VMValue params[] = { (DObject*)this, r_viewpoint.TicFrac };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::CallDraw(EHudState state, double ticFrac)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, Draw)
|
|
{
|
|
VMValue params[] = { (DObject*)this, state, ticFrac };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
else Draw(state, ticFrac);
|
|
twod->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind.
|
|
BeginStatusBar(BaseSBarHorizontalResolution, BaseSBarVerticalResolution, BaseRelTop, false);
|
|
}
|
|
|
|
void DBaseStatusBar::DrawLog ()
|
|
{
|
|
int hudwidth, hudheight;
|
|
const FString & text = (inter_subtitles && CPlayer->SubtitleCounter) ? CPlayer->SubtitleText : CPlayer->LogText;
|
|
|
|
if (text.IsNotEmpty())
|
|
{
|
|
// This uses the same scaling as regular HUD messages
|
|
auto scale = active_con_scaletext(twod, generic_ui || log_vgafont);
|
|
hudwidth = twod->GetWidth() / scale;
|
|
hudheight = twod->GetHeight() / scale;
|
|
FFont *font = (generic_ui || log_vgafont)? NewSmallFont : SmallFont;
|
|
|
|
int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560;
|
|
auto lines = V_BreakLines (font, linelen, text[0] == '$'? GStrings(text.GetChars()+1) : text.GetChars());
|
|
int height = 20;
|
|
|
|
for (unsigned i = 0; i < lines.Size(); i++) height += font->GetHeight ();
|
|
|
|
int x,y,w;
|
|
|
|
if (linelen<560)
|
|
{
|
|
x=hudwidth/20;
|
|
y=hudheight/8;
|
|
w=hudwidth-2*x;
|
|
}
|
|
else
|
|
{
|
|
x=(hudwidth>>1)-300;
|
|
y=hudheight/8-(height>>1);
|
|
if (y<0) y=0;
|
|
w=600;
|
|
}
|
|
Dim(twod, 0, 0.5f, Scale(x, twod->GetWidth(), hudwidth), Scale(y, twod->GetHeight(), hudheight),
|
|
Scale(w, twod->GetWidth(), hudwidth), Scale(height, twod->GetHeight(), hudheight));
|
|
x+=20;
|
|
y+=10;
|
|
for (const FBrokenLines &line : lines)
|
|
{
|
|
DrawText(twod, font, CPlayer->SubtitleCounter? CR_CYAN : CR_UNTRANSLATED, x, y, line.Text,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
|
|
y += font->GetHeight ();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool DBaseStatusBar::MustDrawLog(EHudState state)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, MustDrawLog)
|
|
{
|
|
VMValue params[] = { (DObject*)this, int(state) };
|
|
int rv;
|
|
VMReturn ret(&rv);
|
|
VMCall(func, params, countof(params), &ret, 1);
|
|
return !!rv;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, SetMugShotState)
|
|
{
|
|
FString statestring = stateName;
|
|
VMValue params[] = { (DObject*)this, &statestring, waitTillDone, reset };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawBottomStuff
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawBottomStuff (EHudState state)
|
|
{
|
|
primaryLevel->localEventManager->RenderUnderlay(state);
|
|
DrawMessages (HUDMSGLayer_UnderHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : twod->GetHeight());
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawTopStuff
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DrawTopStuff (EHudState state)
|
|
{
|
|
if (demoplayback && demover != DEMOGAMEVERSION)
|
|
{
|
|
DrawText(twod, SmallFont, CR_TAN, 0, GetTopOfStatusbar() - 40 * CleanYfac,
|
|
"Demo was recorded with a different version\n"
|
|
"of " GAMENAME ". Expect it to go out of sync.",
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
if (state != HUD_AltHud)
|
|
{
|
|
auto saved = fullscreenOffsets;
|
|
fullscreenOffsets = true;
|
|
IFVIRTUAL(DBaseStatusBar, DrawPowerups)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
fullscreenOffsets = saved;
|
|
}
|
|
|
|
if (automapactive && !viewactive)
|
|
{
|
|
DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? GetTopOfStatusbar() : twod->GetHeight());
|
|
}
|
|
DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : twod->GetHeight());
|
|
primaryLevel->localEventManager->RenderOverlay(state);
|
|
|
|
DrawConsistancy ();
|
|
DrawWaiting ();
|
|
if ((ShowLog && MustDrawLog(state)) || (inter_subtitles && CPlayer->SubtitleCounter > 0)) DrawLog ();
|
|
}
|
|
|
|
|
|
void DBaseStatusBar::DrawConsistancy () const
|
|
{
|
|
static bool firsttime = true;
|
|
int i;
|
|
char conbuff[64], *buff_p;
|
|
|
|
if (!netgame)
|
|
return;
|
|
|
|
buff_p = NULL;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].inconsistant)
|
|
{
|
|
if (buff_p == NULL)
|
|
{
|
|
strcpy (conbuff, "Out of sync with:");
|
|
buff_p = conbuff + 17;
|
|
}
|
|
*buff_p++ = ' ';
|
|
*buff_p++ = '1' + i;
|
|
*buff_p = 0;
|
|
}
|
|
}
|
|
|
|
if (buff_p != NULL)
|
|
{
|
|
if (firsttime)
|
|
{
|
|
firsttime = false;
|
|
if (debugfile)
|
|
{
|
|
fprintf (debugfile, "%s as of tic %d (%d)\n", conbuff,
|
|
players[1-consoleplayer].inconsistant,
|
|
players[1-consoleplayer].inconsistant/ticdup);
|
|
}
|
|
}
|
|
DrawText(twod, SmallFont, CR_GREEN,
|
|
(twod->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
|
|
0, conbuff, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::DrawWaiting () const
|
|
{
|
|
int i;
|
|
char conbuff[64], *buff_p;
|
|
|
|
if (!netgame)
|
|
return;
|
|
|
|
buff_p = NULL;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].waiting)
|
|
{
|
|
if (buff_p == NULL)
|
|
{
|
|
strcpy (conbuff, "Waiting for:");
|
|
buff_p = conbuff + 12;
|
|
}
|
|
*buff_p++ = ' ';
|
|
*buff_p++ = '1' + i;
|
|
*buff_p = 0;
|
|
}
|
|
}
|
|
|
|
if (buff_p != NULL)
|
|
{
|
|
DrawText(twod, SmallFont, CR_ORANGE,
|
|
(twod->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
|
|
SmallFont->GetHeight()*CleanYfac, conbuff, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::NewGame ()
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, NewGame)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
mugshot.Reset();
|
|
}
|
|
|
|
void DBaseStatusBar::ShowPop(int pop)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, ShowPop)
|
|
{
|
|
VMValue params[] = { (DObject*)this, pop };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void DBaseStatusBar::SerializeMessages(FSerializer &arc)
|
|
{
|
|
arc.Array("hudmessages", Messages, 3, true);
|
|
}
|
|
|
|
void DBaseStatusBar::ScreenSizeChanged ()
|
|
{
|
|
// We need to recalculate the sizing info
|
|
SetSize(RelTop, HorizontalResolution, VerticalResolution);
|
|
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *message = Messages[i];
|
|
while (message != NULL)
|
|
{
|
|
message->CallScreenSizeChanged ();
|
|
message = message->Next;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::CallScreenSizeChanged()
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, ScreenSizeChanged)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
else ScreenSizeChanged();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// ValidateInvFirst
|
|
//
|
|
// Returns an inventory item that, when drawn as the first item, is sure to
|
|
// include the selected item in the inventory bar.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *DBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|
{
|
|
IFVM(BaseStatusBar, ValidateInvFirst)
|
|
{
|
|
VMValue params[] = { const_cast<DBaseStatusBar*>(this), numVisible };
|
|
AActor *item;
|
|
VMReturn ret((void**)&item);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
return item;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
uint32_t DBaseStatusBar::GetTranslation() const
|
|
{
|
|
if (gameinfo.gametype & GAME_Raven)
|
|
return TRANSLATION(TRANSLATION_PlayersExtra, int(CPlayer - players));
|
|
return TRANSLATION(TRANSLATION_Players, int(CPlayer - players));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CCMD showpop
|
|
//
|
|
// Asks the status bar to show a pop screen.
|
|
//
|
|
//============================================================================
|
|
|
|
CCMD (showpop)
|
|
{
|
|
if (argv.argc() != 2)
|
|
{
|
|
Printf ("Usage: showpop <popnumber>\n");
|
|
}
|
|
else if (StatusBar != NULL)
|
|
{
|
|
int popnum = atoi (argv[1]);
|
|
if (popnum < 0)
|
|
{
|
|
popnum = 0;
|
|
}
|
|
StatusBar->ShowPop (popnum);
|
|
}
|
|
}
|
|
|
|
static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
|
|
{
|
|
auto obj = type->CreateNew();
|
|
// Todo: init
|
|
return obj;
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Weapons List
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale)
|
|
{
|
|
if (applyscale != NULL)
|
|
{
|
|
*applyscale = false;
|
|
}
|
|
|
|
if (item == nullptr) return 0;
|
|
|
|
FTextureID picnum, Icon = item->TextureIDVar(NAME_Icon), AltIcon = item->TextureIDVar(NAME_AltHUDIcon);
|
|
FState * state = NULL, *ReadyState;
|
|
|
|
picnum.SetNull();
|
|
if (flags & DI_ALTICONFIRST)
|
|
{
|
|
if (!(flags & DI_SKIPALTICON) && AltIcon.isValid())
|
|
picnum = AltIcon;
|
|
else if (!(flags & DI_SKIPICON))
|
|
picnum = Icon;
|
|
}
|
|
else
|
|
{
|
|
if (!(flags & DI_SKIPICON) && Icon.isValid())
|
|
picnum = Icon;
|
|
else if (!(flags & DI_SKIPALTICON))
|
|
picnum = AltIcon;
|
|
}
|
|
|
|
if (!picnum.isValid()) //isNull() is bad for checking, because picnum could be also invalid (-1)
|
|
{
|
|
if (!(flags & DI_SKIPSPAWN) && item->SpawnState && item->SpawnState->sprite != 0)
|
|
{
|
|
state = item->SpawnState;
|
|
|
|
if (applyscale != NULL && !(flags & DI_FORCESCALE))
|
|
{
|
|
*applyscale = true;
|
|
}
|
|
}
|
|
// no spawn state - now try the ready state if it's weapon
|
|
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(NAME_Weapon) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite != 0)
|
|
{
|
|
state = ReadyState;
|
|
}
|
|
if (state && (unsigned)state->sprite < (unsigned)sprites.Size())
|
|
{
|
|
spritedef_t * sprdef = &sprites[state->sprite];
|
|
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
|
|
|
|
picnum = sprframe->Texture[0];
|
|
}
|
|
}
|
|
return picnum.GetIndex();
|
|
}
|
|
|