mirror of
https://github.com/zenorogue/hyperrogue.git
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718 lines
23 KiB
C++
718 lines
23 KiB
C++
// Hyperbolic Rogue -- Heads-Up Display
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file hud.cpp
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* \brief Heads-Up display: items collected, monsters killed, radar, etc.
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*/
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#include "hyper.h"
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namespace hr {
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EX purehookset hooks_stats;
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EX int monsterclass(eMonster m) {
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if(isFriendly(m) || m == moTortoise) return 1;
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else if(isMonsterPart(m)) return 2;
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else return 0;
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}
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EX int glyphclass(int i) {
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if(i < ittypes) {
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eItem it = eItem(i);
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return itemclass(it) == IC_TREASURE ? 0 : 1;
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}
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else {
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eMonster m = eMonster(i-ittypes);
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return monsterclass(m) == 0 ? 2 : 3;
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}
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}
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EX int subclass(int i) {
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if(i < ittypes)
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return itemclass(eItem(i));
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else
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return monsterclass(eMonster(i-ittypes));
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}
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#define GLYPH_MARKTODO 1
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#define GLYPH_MARKOVER 2
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#define GLYPH_LOCAL 4
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#define GLYPH_IMPORTANT 8
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#define GLYPH_NONUMBER 16
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#define GLYPH_DEMON 32
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#define GLYPH_RUNOUT 64
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#define GLYPH_INPORTRAIT 128
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#define GLYPH_LOCAL2 256
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#define GLYPH_TARGET 512
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#define GLYPH_INSQUARE 1024
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#define GLYPH_INLANDSCAPE 2048
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#if HDR
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enum eGlyphsortorder {
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gsoFirstTop, gsoFirstBottom,
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gsoLastTop, gsoLastBottom,
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gsoLand, gsoValue,
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gsoMAX
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};
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#endif
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EX eGlyphsortorder glyphsortorder;
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int zero = 0;
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int& ikmerge(int i) {
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if(i < ittypes) return items[i];
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else if(i == ittypes) return zero;
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else return kills[i-ittypes];
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}
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bool ikappear(int i) {
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if(i == itInventory && inv::on) return true;
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return ikmerge(i);
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}
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const int glyphs = ittypes + motypes;
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int gfirsttime[glyphs], glasttime[glyphs], gcopy[glyphs], ikland[glyphs];
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int glyphorder[glyphs];
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int glyphphase[glyphs];
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int glyph_lastticks;
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void updatesort() {
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for(int i=0; i<glyphs; i++) {
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int ik = ikmerge(i);
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if(ikappear(i) && gfirsttime[i] == 0)
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gfirsttime[i] = ticks;
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if(ik != gcopy[i])
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gcopy[i] = ik, glasttime[i] = ticks;
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int& gp = glyphphase[i];
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if(ticks <= glasttime[i]+500)
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gp += (ticks - glyph_lastticks);
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else if((gp % 500) && ((i >= ittypes) || i == itTerra)) {
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int a = gp;
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gp += (ticks - glyph_lastticks);
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if(a/500 != gp/500)
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gp = gp/500*500;
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}
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}
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glyph_lastticks = ticks;
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}
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EX void preparesort() {
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for(int i=0; i<glyphs; i++) glyphorder[i] = i;
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for(int i=0; i<isize(land_over); i++) {
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eLand l = land_over[i];
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ikland[treasureType(l)] = i+1;
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for(int mi=0; mi<motypes; mi++)
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if(isNative(l, eMonster(mi)))
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ikland[mi+ittypes] = i+1;
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}
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glyphsortorder = gsoLand; updatesort();
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glyphsortorder = gsoFirstTop;
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}
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int glyphsortkey = 0;
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int glyphcorner(int i) {
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if(i < ittypes)
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return itemclass(eItem(i)) == IC_ORB ? 3 : 0;
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else
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return 1;
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}
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bool glyphsort(int i, int j) {
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if(subclass(i) != subclass(j))
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return subclass(i) < subclass(j);
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if(glyphsortorder == gsoFirstTop)
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return gfirsttime[i] < gfirsttime[j];
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if(glyphsortorder == gsoFirstBottom)
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return gfirsttime[i] > gfirsttime[j];
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if(glyphsortorder == gsoLastTop)
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return glasttime[i] > glasttime[j];
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if(glyphsortorder == gsoLastBottom)
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return glasttime[i] < glasttime[j];
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if(glyphsortorder == gsoValue)
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return ikmerge(i) > ikmerge(j);
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if(glyphsortorder == gsoLand)
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return ikland[i] < ikland[j];
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return 0;
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}
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int glyphflags(int gid) {
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int f = 0;
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if(gid < ittypes) {
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eItem i = eItem(gid);
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if(itemclass(i) == IC_NAI && i != itFatigue) f |= GLYPH_NONUMBER;
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if(isElementalShard(i)) {
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f |= GLYPH_LOCAL | GLYPH_INSQUARE;
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if(i == localshardof(cwt.at->land)) f |= GLYPH_LOCAL2;
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}
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if(i == treasureType(cwt.at->land) || daily::on)
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f |= GLYPH_LOCAL | GLYPH_LOCAL2 | GLYPH_IMPORTANT | GLYPH_INSQUARE | GLYPH_INPORTRAIT | GLYPH_INLANDSCAPE;
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if(i == itHolyGrail) {
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if(items[i] >= 3 && !inv::on) f |= GLYPH_MARKOVER;
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}
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else if(itemclass(i) == IC_TREASURE) {
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if(items[i] >= 25 && items[i] < 100 && !inv::on) f |= GLYPH_MARKOVER;
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else if(items[i] < 10) f |= GLYPH_MARKTODO;
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}
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else {
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f |= GLYPH_IMPORTANT | GLYPH_INSQUARE | GLYPH_INPORTRAIT | GLYPH_INLANDSCAPE;
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if(itemclass(i) == IC_ORB && items[i] < 10) f |= GLYPH_RUNOUT;
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}
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if(i == orbToTarget) f |= GLYPH_TARGET;
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if(!less_in_portrait) f |= GLYPH_INPORTRAIT;
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if(!less_in_landscape) f |= GLYPH_INLANDSCAPE;
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}
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else {
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eMonster m = eMonster(gid-ittypes);
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if(m == moLesser) f |= GLYPH_IMPORTANT | GLYPH_DEMON | GLYPH_INPORTRAIT | GLYPH_INSQUARE | GLYPH_INLANDSCAPE;
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int isnat = isNative(cwt.at->land, m);
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if(isnat) f |= GLYPH_LOCAL | GLYPH_IMPORTANT | GLYPH_INPORTRAIT | GLYPH_INSQUARE | GLYPH_INLANDSCAPE;
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if(isnat == 2) f |= GLYPH_LOCAL2;
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if(m == monsterToSummon) f |= GLYPH_TARGET;
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if(!less_in_landscape) f |= GLYPH_INLANDSCAPE;
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}
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return f;
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}
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EX bool graphglyph(bool isMonster) {
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// if(GDIM == 3) return false;
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if(vrhr::active()) return false;
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return vid.graphglyph == 2 || (vid.graphglyph == 1 && (isMonster ? mmmon : mmitem));
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}
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bool displayglyph(int cx, int cy, int buttonsize, char glyph, color_t color, int qty, int flags, int id) {
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bool b =
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mousex >= cx && mousex < cx+buttonsize && mousey >= cy-buttonsize/2 && mousey <= cy-buttonsize/2+buttonsize;
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int glsize = buttonsize;
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if(glyph == '%' || glyph == 'M' || glyph == 'W') glsize = glsize*4/5;
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int d = ticks - glasttime[id];
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double zoom = (d <= 250 && d >= 0) ? 1.25 - .001 * d : 1;
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glsize = int(glsize * zoom);
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bool isMonster = (id >= ittypes);
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if(graphglyph(isMonster)) {
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initquickqueue();
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if(isMonster) {
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eMonster m = eMonster(id - ittypes);
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double bsize = buttonsize * 2/3;
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if(m == moKrakenH) bsize /= 3;
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if(m == moKrakenT || m == moDragonTail) bsize /= 2;
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if(m == moSlime) bsize = (2*bsize+1)/3;
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transmatrix V = atscreenpos(cx+buttonsize/2, cy, bsize*zoom);
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if(isWorm(m) && cgi.wormscale != 1)
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for(int i=0; i<GDIM; i++)
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V[i][i] /= cgi.wormscale;
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int mcol = color;
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mcol -= (color & 0xFCFCFC) >> 2;
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drawMonsterType(m, NULL, shiftless(V), mcol, glyphphase[id]/500.0, NOCOLOR);
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}
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else {
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eItem it = eItem(id);
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double bsize = buttonsize / 2;
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if(glyph =='*') bsize *= 2;
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if(glyph == '$') bsize = (bsize*5+2)/3;
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if(glyph == 'o') bsize = (bsize*3+1)/2;
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if(glyph == 't') bsize = bsize*5/2;
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if(glyph == '(') bsize = bsize*2.5;
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if(it == itWarning) bsize *= 2;
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if(it == itBombEgg || it == itTrollEgg || it == itDodeca) bsize = bsize*3/2;
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int icol = color;
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icol -= (color & 0xFCFCFC) >> 2;
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int ic = itemclass(it);
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bsize = bsize * zoom;
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transmatrix V = atscreenpos(cx+buttonsize/2, cy, bsize);
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double t =
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(ic == IC_ORB || ic == IC_NAI) ? ticks*2 :
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((glyph == 't' && qty%5) || it == itOrbYendor) ? ticks/2 :
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it == itTerra ? glyphphase[id] * 3 * M_PI + 900 * M_PI:
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glyphphase[id] * 2;
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drawItemType(it, NULL, shiftless(V), icol, t, false);
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}
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sortquickqueue();
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quickqueue();
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}
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else if(glyph == '*')
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displaychr(cx + buttonsize/2, cy+buttonsize/4, 0, glsize*3/2, glyph, darkenedby(color, b?0:1));
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else
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displaychr(cx + buttonsize/2, cy, 0, glsize, glyph, darkenedby(color, b?0:1));
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string fl = "";
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string str = its(qty);
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if(flags & GLYPH_TARGET) fl += "!";
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if(flags & GLYPH_LOCAL2) fl += "+";
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else if(flags & GLYPH_LOCAL) fl += "-";
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if(flags & GLYPH_DEMON) fl += "X";
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if(flags & GLYPH_MARKOVER) str += "!";
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if(fl != "")
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displaystr(cx + buttonsize, cy-buttonsize/2 + buttonsize/4, 0, buttonsize/2, fl, darkenedby(color, 0), 16);
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if(flags & GLYPH_NONUMBER) str = "";
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int bsize =
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(qty < 10 && (flags & (GLYPH_MARKTODO | GLYPH_RUNOUT))) ? buttonsize*3/4 :
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qty < 100 ? buttonsize / 2 :
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buttonsize / 3;
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if(id == moMutant + ittypes && clearing::imputed.nonzero()) {
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bignum bn = clearing::imputed + qty;
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str = short_form(bn);
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bsize = buttonsize / 4;
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}
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if(str != "") {
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if(textwidth(bsize, str) < buttonsize)
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displayfr(cx + buttonsize, cy + buttonsize/2 - bsize/2, 1, bsize, str, color, 16);
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else
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displayfr(cx, cy + buttonsize/2 - bsize/2, 1, bsize, str, color, 0);
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}
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return b;
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}
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void displayglyph2(int cx, int cy, int buttonsize, int i) {
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char glyph = i < ittypes ? iinf[i].glyph : minf[i-ittypes].glyph;
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color_t color = i < ittypes ? iinf[i].color : minf[i-ittypes].color;
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int imp = glyphflags(i);
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if(displayglyph(cx, cy, buttonsize, glyph, color, ikmerge(i), imp, i)) {
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instat = true;
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getcstat = SDLK_F1;
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if(i < ittypes) {
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eItem it = eItem(i);
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int t = itemclass(it);
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if(t == IC_TREASURE)
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mouseovers = XLAT("treasure collected: %1", it);
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if(t == IC_OTHER)
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mouseovers = XLAT("objects found: %1", it);
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if(t == IC_NAI)
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mouseovers = XLATT1(it);
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if(t == IC_ORB)
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mouseovers = XLAT("orb power: %1", eItem(i));
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if(it == itGreenStone) {
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mouseovers += XLAT(" (click to drop)");
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getcstat = 'g';
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}
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if(it == itStrongWind) {
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mouseovers += XLAT(" (click to use)");
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getcstat = 't';
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}
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if(it == itInventory) {
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mouseovers += XLAT(" (click to use)");
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getcstat = 'i';
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}
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if(imp & GLYPH_LOCAL) mouseovers += XLAT(" (local treasure)");
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help = generateHelpForItem(it);
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}
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else {
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eMonster m = eMonster(i-ittypes);
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if(isMonsterPart(m))
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mouseovers = s0 + XLAT("parts destroyed: %1", m);
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else if(isFriendly(m) && isNonliving(m))
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mouseovers = s0 + XLAT("friends destroyed: %1", m);
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else if(isFriendly(m))
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mouseovers = s0 + XLAT("friends killed: %1", m);
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else if(isNonliving(m))
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mouseovers = s0 + XLAT("monsters destroyed: %1", m);
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else if(m == moTortoise)
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mouseovers = s0 + XLAT("animals killed: %1", m);
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else
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mouseovers = s0 + XLAT("monsters killed: %1", m);
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if(imp & GLYPH_LOCAL2) mouseovers += XLAT(" (killing increases treasure spawn)");
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else if(imp & GLYPH_LOCAL) mouseovers += XLAT(" (appears here)");
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help = generateHelpForMonster(m);
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}
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}
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}
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EX bool nohud, nomenukey, nomsg;
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EX hookset<bool()> hooks_prestats;
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#if CAP_SHAPES
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void drawMobileArrow(int i) {
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int dir = i;
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cell *c = cwt.at->move(i);
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if(!c) return;
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transmatrix T = currentmap->adj(cwt.at, i);
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// color_t col = getcs().uicolor;
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// col -= (col & 0xFF) >> 1;
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bool invalid = !legalmoves[dir];
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color_t col = cellcolor(c);
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if(col == OUTLINE_NONE) col = 0xC0C0C0FF;
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col -= (col & 0xFF) >> 1;
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if(invalid) col -= (col & 0xFF) >> 1;
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if(invalid) col -= (col & 0xFF) >> 1;
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poly_outline = OUTLINE_DEFAULT;
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// transmatrix m2 = Id;
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ld scale = vid.mobilecompasssize * (sphere ? 7 : euclid ? 6 : 5);
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// m2[0][0] = scale; m2[1][1] = scale; m2[2][2] = 1;
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shiftmatrix U = ggmatrix(cwt.at);
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shiftpoint H = tC0(U);
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shiftmatrix Centered = rgpushxto0(H);
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hyperpoint P = inverse_shift(Centered, U * T * C0);
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double alpha = atan2(P[1], P[0]);
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using namespace shmupballs;
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double dx = xmove + rad*(1+SKIPFAC-.2)/2 * cos(alpha);
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double dy = yb + rad*(1+SKIPFAC-.2)/2 * sin(alpha);
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queuepolyat(shiftless(atscreenpos(dx, dy, scale) * spin(-alpha)), cgi.shArrow, col, PPR::MOBILE_ARROW);
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}
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#endif
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EX bool nofps = false;
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EX color_t crosshair_color = 0xFFFFFFC0;
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EX ld crosshair_size = 0;
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EX bool long_kills;
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/** HUD margin in pixels. In mobile devices we need this margin because the corners are hidden. side==0: top, side==1: bottom */
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EX int hud_margin(int side) {
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if(ISIOS) return 24;
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if(ISANDROID) return 8;
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if(ISFAKEMOBILE) return 8;
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return 0;
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}
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EX void draw_crosshair() {
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auto& cd = current_display;
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auto xc = cd->xcenter;
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auto yc = cd->ycenter;
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flat_model_enabler fme;
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if(crosshair_color && crosshair_size > 0) {
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initquickqueue();
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vid.linewidth = 1;
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queueline(shiftless(tC0(atscreenpos(xc - crosshair_size, yc, 1))), shiftless(tC0(atscreenpos(xc + crosshair_size, yc, 1))), crosshair_color).prio = PPR::SUPERLINE;
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queueline(shiftless(tC0(atscreenpos(xc, yc - crosshair_size, 1))), shiftless(tC0(atscreenpos(xc, yc + crosshair_size, 1))), crosshair_color).prio = PPR::SUPERLINE;
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quickqueue();
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}
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return;
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}
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EX bool less_in_portrait, less_in_landscape;
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EX void drawStats() {
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if(vid.stereo_mode == sLR) return;
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draw_crosshair();
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if(nohud) return;
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if(callhandlers(false, hooks_prestats)) return;
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if(viewdists && show_distance_lists)
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get_expansion().view_distances_dialog();
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if(current_display->sidescreen) return;
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first_cell_to_draw = true;
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bool h = hide_player();
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bool cornermode = (vid.xres > vid.yres * 85/100 && vid.yres > vid.xres * 85/100);
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#if MAXMDIM >= 4
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if(geometry == gRotSpace || geometry == gProduct) rots::draw_underlying(!cornermode);
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#endif
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{
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if(vid.radarsize > 0 && h)
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#if CAP_RACING
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if(!racing::on)
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#endif
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if(!peace::on)
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if(!(cmode & sm::MISSION))
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draw_radar(cornermode);
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flat_model_enabler fme;
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if(haveMobileCompass()) {
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initquickqueue();
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using namespace shmupballs;
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calc();
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#if CAP_QUEUE
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queuecircle(xmove, yb, rad, 0xFF0000FF);
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queuecircle(xmove, yb, rad*SKIPFAC,
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legalmoves[cwt.at->type] ? 0xFF0000FF : 0xFF000080
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);
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#endif
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#if CAP_SHAPES
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for(int i=0; i<cwt.at->type; i++) drawMobileArrow(i);
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#endif
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if(hypot(mousex-xmove, mousey-yb) <= rad) getcstat = '-';
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|
quickqueue();
|
|
}
|
|
|
|
if(racing::on)
|
|
#if CAP_RACING
|
|
racing::drawStats();
|
|
#else
|
|
{}
|
|
#endif
|
|
else if(cornermode) {
|
|
int bycorner[4];
|
|
for(int u=0; u<4; u++) bycorner[u] = 0;
|
|
for(int i=0; i<glyphs; i++) if(ikappear(i) && (glyphflags(i) & GLYPH_INSQUARE))
|
|
bycorner[glyphcorner(i)]++;
|
|
updatesort();
|
|
stable_sort(glyphorder, glyphorder+glyphs, glyphsort);
|
|
int rad = min(vid.xres, vid.yres) / 2;
|
|
for(int cor=0; cor<4; cor++) {
|
|
for(int a=5; a<41; a++) {
|
|
int s = min(vid.xres, vid.yres) / a;
|
|
int spots = 0;
|
|
for(int u=vid.fsize; u<vid.xres/2-s; u += s)
|
|
for(int v=vid.fsize; v<vid.yres/2-s; v += s)
|
|
if(hypot(vid.xres/2-u-s, (vid.yres/2-v-s) / pconf.stretch) > rad) {
|
|
spots++;
|
|
}
|
|
if(spots >= bycorner[cor] && spots >= 3) {
|
|
int next = 0;
|
|
vector<int> glyphstoshow;
|
|
for(int i=0; i<glyphs; i++) {
|
|
int g = glyphorder[i];
|
|
if(ikappear(g) && (glyphflags(g) & GLYPH_INSQUARE) && glyphcorner(g) == cor)
|
|
glyphstoshow.push_back(g);
|
|
}
|
|
for(int u=vid.fsize; u<vid.xres/2-s; u += s)
|
|
for(int v=vid.fsize; v<vid.yres/2-s; v += s)
|
|
if(hypot(vid.xres/2-u-s, (vid.yres/2-v-s) / pconf.stretch) > rad) {
|
|
if(next >= isize(glyphstoshow)) break;
|
|
|
|
int cx = u;
|
|
int cy = v + s/2;
|
|
if(cor&1) cx = vid.xres-1-s-cx;
|
|
if(cor&2) cy = vid.yres-1-cy;
|
|
|
|
displayglyph2(cx, cy, s, glyphstoshow[next++]);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
else {
|
|
|
|
instat = false;
|
|
bool portrait = vid.xres < vid.yres;
|
|
int colspace = portrait ? (current_display->ycenter - current_display->scrsize - 3 * vid.fsize) : (vid.xres - vid.yres - 16) / 2;
|
|
int rowspace = portrait ? vid.xres - 16 : vid.yres - vid.fsize * (vid.msgleft ? 9 : 4);
|
|
int colid[4], rowid[4];
|
|
int maxbyclass[4];
|
|
for(int z=0; z<4; z++) maxbyclass[z] = 0;
|
|
|
|
flagtype flag = portrait ? GLYPH_INPORTRAIT : GLYPH_INLANDSCAPE;
|
|
|
|
for(int i=0; i<glyphs; i++) if(ikappear(i))
|
|
if(glyphflags(i) & flag)
|
|
maxbyclass[glyphclass(i)]++;
|
|
int buttonsize;
|
|
int columns, rows;
|
|
bool imponly = false;
|
|
int minsize = vid.fsize * (portrait ? 3 : 2);
|
|
rows = 0;
|
|
while((buttonsize = minsize - vid.killreduction)) {
|
|
columns = colspace / buttonsize;
|
|
rows = rowspace / buttonsize; if(!rows) return;
|
|
int coltaken = 0;
|
|
for(int z=0; z<4; z++) {
|
|
if(z == 2 && !portrait) {
|
|
if(coltaken > columns) { vid.killreduction++; continue; }
|
|
coltaken = 0;
|
|
}
|
|
colid[z] = coltaken, rowid[z] = 0,
|
|
coltaken += (maxbyclass[z] + rows-1) / rows;
|
|
}
|
|
if(coltaken > columns) { vid.killreduction++; continue; }
|
|
break;
|
|
}
|
|
|
|
if(buttonsize <= vid.fsize*3/4) {
|
|
imponly = true; buttonsize = minsize;
|
|
rows = rowspace / buttonsize; if(!rows) return;
|
|
colid[0] = 0; colid[2] = portrait ? 1 : 0;
|
|
}
|
|
|
|
updatesort();
|
|
stable_sort(glyphorder, glyphorder+glyphs, glyphsort);
|
|
|
|
for(int i0=0; i0<glyphs; i0++) {
|
|
int i = glyphorder[i0];
|
|
if(!ikappear(i)) continue;
|
|
int z = glyphclass(i);
|
|
int imp = glyphflags(i);
|
|
if(!(imp & flag)) continue;
|
|
if(imponly) { z &=~1; if(!(imp & GLYPH_IMPORTANT)) continue; }
|
|
|
|
int cx, cy;
|
|
if(portrait)
|
|
cx = 8 + buttonsize * rowid[z], cy = vid.fsize*2 + buttonsize * (colid[z]) + buttonsize/2 + hud_margin(0);
|
|
else
|
|
cx = 8 + buttonsize * (colid[z]), cy = vid.fsize * 3 + buttonsize * rowid[z] + hud_margin(0);
|
|
|
|
if(!portrait && z < 2) cx = vid.xres - cx - buttonsize;
|
|
|
|
rowid[z]++; if(rowid[z] >= rows) rowid[z] = 0, colid[z]++;
|
|
|
|
displayglyph2(cx, cy, buttonsize, i);
|
|
}
|
|
}
|
|
}
|
|
glflush();
|
|
calcparam();
|
|
|
|
int top_y = vid.fsize + hud_margin(0);
|
|
|
|
string s0;
|
|
if(racing::on) {
|
|
#if CAP_RACING
|
|
using namespace racing;
|
|
color_t col;
|
|
if(ticks >= race_start_tick)
|
|
col = 0x00FF00;
|
|
else if(ticks >= race_start_tick - 2000)
|
|
col = 0xFFFF00;
|
|
else
|
|
col = 0xFF0000;
|
|
for(int i=0; i<multi::players; i++) if(race_finish_tick[i])
|
|
col = 0xFFFFFF;
|
|
|
|
dynamicval<int> x(vid.fsize, vid.fsize*2);
|
|
if(displayButtonS(vid.xres - 8, top_y, racetimeformat(ticks - race_start_tick), col, 16, vid.fsize)) getcstat = 'o';
|
|
|
|
for(int i=0; i<multi::players; i++) {
|
|
if(race_finish_tick[i]) {
|
|
multi::cpid = i;
|
|
if(displayButtonS(vid.xres - 8, top_y + vid.fsize * (2+2*i), racetimeformat(race_finish_tick[i] - race_start_tick), (getcs().uicolor >> 8), 16, vid.fsize))
|
|
getcstat = 'o';
|
|
}
|
|
else {
|
|
int comp = get_percentage(i);
|
|
if(displayButtonS(vid.xres - 8, top_y + vid.fsize * (2+2*i), its(comp) + "%", (getcs().uicolor >> 8), 16, vid.fsize))
|
|
getcstat = 'o';
|
|
}
|
|
if(displayButtonS(vid.xres - 8, top_y + vid.fsize * (3+2*i), fts_fixed(shmup::pc[i]->vel * SCALE * 1000/600, 2), (getcs().uicolor >> 8), 16, vid.fsize))
|
|
getcstat = 'o';
|
|
}
|
|
#endif
|
|
}
|
|
else if(!peace::on) {
|
|
string scoreline = XLAT("score: %1", its(gold()));
|
|
if(displayButtonS(vid.xres - 8, top_y, scoreline, forecolor, 16, vid.fsize)) {
|
|
mouseovers = XLAT("Your total wealth"),
|
|
instat = true,
|
|
getcstat = SDLK_F1,
|
|
help = helptitle(XLAT("Your total wealth"), 0xFFD500) +
|
|
XLAT(
|
|
"The total value of the treasure you have collected.\n\n"
|
|
"Every world type contains a specific type of treasure, worth 1 $$$; "
|
|
"your goal is to collect as much treasure as possible, but every treasure you find "
|
|
"causes more enemies to hunt you in its native land.\n\n"
|
|
"Orbs of Yendor are worth 50 $$$ each.\n\n"
|
|
);
|
|
}
|
|
string s = XLAT("kills: %1", its(tkills()));
|
|
long_kills = false;
|
|
int siz = vid.fsize;
|
|
if(cwt.at->land == laClearing && clearing::imputed.approx_ld() >= 100000) {
|
|
long_kills = true;
|
|
s = XLAT("leaves cut: %1", (bignum(kills[moMutant]) + clearing::imputed).get_str(200));
|
|
if(mouseovers == standard_help()) mouseovers = " ";
|
|
while(siz > 4 && textwidth(siz, s) > vid.xres - textwidth(vid.fsize, scoreline)) siz--;
|
|
}
|
|
|
|
if(displayButtonS(8, top_y, s, forecolor, 0, siz)) {
|
|
instat = true;
|
|
getcstat = SDLK_F1;
|
|
if(long_kills) { mouseovers = " "; help = generateHelpForMonster(moMutant); }
|
|
else {
|
|
mouseovers = XLAT("Your total kills")+": " + its(tkills()),
|
|
help = helptitle(XLAT("Your total kills") + ": " + its(tkills()), 0x404040) +
|
|
XLAT(
|
|
"In most lands, more treasures are generated with each enemy native to this land you kill. "
|
|
"Moreover, 100 kills is a requirement to enter the Graveyard and the Hive.\n\n"
|
|
"Friendly creatures and parts of monsters (such as the Ivy) do appear in the list, "
|
|
"but are not counted in the total kill count.");
|
|
}
|
|
}
|
|
}
|
|
string vers = VER;
|
|
if(true) {
|
|
if(casual) vers += " casual";
|
|
if(autocheat) vers += " god";
|
|
else if(cheater) vers += " cheat";
|
|
if(yendor::on) vers += " Yendor";
|
|
if(tactic::on) vers += " PTM";
|
|
if(inv::on) vers += " inv";
|
|
if(tour::on) vers += " tour";
|
|
if(shmup::on) vers += " shmup";
|
|
if(multi::players > 1) vers += " P" + its(multi::players);
|
|
if(pureHardcore()) vers += " hardcore";
|
|
else if(hardcore) vers += " partial hardcore";
|
|
if(peace::on) vers += " peace";
|
|
if(racing::on) vers += " racing";
|
|
if(daily::on) vers += " strange";
|
|
if(land_structure != default_land_structure())
|
|
vers += land_structure_name(true);
|
|
if(princess::challenge) vers += " Princess";
|
|
if(randomPatternsMode) vers += " RPM";
|
|
|
|
if(geometry != gNormal || !BITRUNCATED)
|
|
vers = vers + " " + full_geometry_name();
|
|
}
|
|
if(!nofps) vers += XLAT(" fps: ") + its(calcfps());
|
|
|
|
#if CAP_MEMORY_RESERVE
|
|
if(reserve_limit && reserve_count < reserve_limit) {
|
|
vers += " " + its(reserve_count) + "/" + its(reserve_limit) + " MB";
|
|
if(displayButtonS(4, vid.yres - 4 - vid.fsize/2 - hud_margin(1), vers, 0xFF2020, 0, vid.fsize/2))
|
|
getcstat = PSEUDOKEY_MEMORY, instat = true;
|
|
}
|
|
else
|
|
#endif
|
|
if(displayButtonS(4, vid.yres - 4 - vid.fsize/2 - hud_margin(1), vers, 0x202020, 0, vid.fsize/2)) {
|
|
mouseovers = XLAT("frames per second"),
|
|
getcstat = SDLK_F1,
|
|
instat = true,
|
|
help =
|
|
helptitle(XLAT("frames per second"), 0xFF4040) +
|
|
XLAT(
|
|
"The higher the number, the smoother the animations in the game. "
|
|
"If you find that animations are not smooth enough, you can try "
|
|
"to change the options "
|
|
) +
|
|
#if ISIOS
|
|
XLAT(
|
|
"(in the MENU). You can reduce the sight range, this should make "
|
|
"the animations smoother.");
|
|
#else
|
|
XLAT(
|
|
"(press v) and change the wall/monster mode to ASCII, or change "
|
|
"the resolution.");
|
|
#endif
|
|
}
|
|
|
|
glflush();
|
|
achievement_display();
|
|
|
|
callhooks(hooks_stats);
|
|
}
|
|
|
|
}
|