/* $Id: hud.c,v 1.1.1.1 2006/03/17 19:55:09 zicodxx Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Routines for displaying HUD messages... * */ #ifdef HAVE_CONFIG_H #include #endif #include #include #include #include "hudmsg.h" #include "pstypes.h" #include "u_mem.h" #include "strutil.h" #include "console.h" #include "inferno.h" #include "game.h" #include "screens.h" #include "gauges.h" #include "physics.h" #include "error.h" #include "menu.h" // For the font. #include "collide.h" #include "newdemo.h" #include "player.h" #include "gamefont.h" #include "wall.h" #include "screens.h" #include "text.h" #include "laser.h" #include "args.h" #include "playsave.h" int hud_first = 0; int hud_last = 0; int HUD_nmessages = 0; fix HUD_message_timer = 0; // Time, relative to Players[Player_num].time (int.frac seconds.frac), at which to erase gauge message char HUD_messages[HUD_MAX_NUM][HUD_MESSAGE_LENGTH+5]; char Displayed_background_message[HUD_MESSAGE_LENGTH] = ""; int Last_msg_ycrd = -1; int Last_msg_height = 6; int HUD_color = -1; int MSG_Playermessages = 0; int MSG_Noredundancy = 0; // ---------------------------------------------------------------------------- void clear_background_messages(void) { if (((PlayerCfg.CockpitMode == CM_STATUS_BAR) || (PlayerCfg.CockpitMode == CM_FULL_SCREEN)) && (Last_msg_ycrd != -1) && (Screen_3d_window.cv_bitmap.bm_y >= 6)) { grs_canvas *canv_save = grd_curcanv; gr_set_current_canvas(NULL); gr_set_current_canvas(canv_save); Last_msg_ycrd = -1; } Displayed_background_message[0] = 0; } void HUD_clear_messages() { int i; HUD_nmessages = 0; hud_first = hud_last = 0; HUD_message_timer = 0; clear_background_messages(); for (i = 0; i < HUD_MAX_NUM; i++) sprintf(HUD_messages[i], "SlagelSlagel!!"); } extern int max_window_h, max_window_w; // ---------------------------------------------------------------------------- // Writes a message on the HUD and checks its timer. void HUD_render_message_frame() { int i,y,n; if (( HUD_nmessages < 0 ) || (HUD_nmessages > HUD_MAX_NUM)) Int3(); // Get Rob! if (HUD_nmessages < 1 ) return; HUD_message_timer -= FrameTime; if ( HUD_message_timer < 0 ) { // Timer expired... get rid of oldest message... if (hud_last!=hud_first) { int temp; //&HUD_messages[hud_first][0] is deing deleted...; hud_first = (hud_first+1) % HUD_MAX_NUM; HUD_message_timer = F1_0*2; HUD_nmessages--; temp = Last_msg_ycrd; clear_background_messages(); // If in status bar mode and no messages, then erase. } } if (HUD_nmessages > 0 ) { if (HUD_color == -1) HUD_color = BM_XRGB(0,28,0); gr_set_curfont( GAME_FONT ); y = FSPACY(1); if (Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && PlayerCfg.GuidedInBigWindow) y+=LINE_SPACING; for (i=0; i= HUD_MAX_NUM)) Int3(); // Get Rob!! if (!strcmp(HUD_messages[n], "This is a bug.")) Int3(); // Get Rob!! gr_set_fontcolor( HUD_color, -1); gr_printf(0x8000,y, &HUD_messages[n][0] ); y += LINE_SPACING; } } gr_set_curfont( GAME_FONT ); } int PlayerMessage=1; // Call to flash a message on the HUD. Returns true if message drawn. // (message might not be drawn if previous message was same) int HUD_init_message_va(char * format, va_list args) { int temp, i; char *message = NULL; char *last_message=NULL; if ( (hud_last < 0) || (hud_last >= HUD_MAX_NUM)) Int3(); // Get Rob!! message = &HUD_messages[hud_last][0]; vsprintf(message,format,args); // clean message if necessary. // using placeholders may mess up message string and crash game(s). // block them also to prevent attacks from other clients. for (i = 0; i <= strlen(message); i++) if (message[i] == '%') message [i] = ' '; // Added by Leighton if (GameArg.SysNoRedundancy) if (!strnicmp ("You already",message,11) || !stricmp("your laser is maxed out!",message) || !stricmp("super laser maxed out!",message)) return 0; if ((Game_mode & GM_MULTI) && GameArg.MplPlayerMessages && PlayerMessage==0) return 0; if (HUD_nmessages > 0) { if (hud_last==0) last_message = &HUD_messages[HUD_MAX_NUM-1][0]; else last_message = &HUD_messages[hud_last-1][0]; } temp = (hud_last+1) % HUD_MAX_NUM; if ( temp==hud_first ) { // If too many messages, remove oldest message to make room hud_first = (hud_first+1) % HUD_MAX_NUM; HUD_nmessages--; } if (last_message && (!strcmp(last_message, message))) { HUD_message_timer = F1_0*3; // 1 second per 5 characters return 0; // ignore since it is the same as the last one } // if many redundant messages at the same time, just block them all together // we probably want at least all visible once, but this isn't worth the work for (i=0; i<=HUD_MAX_NUM; i++) if (last_message && !strcmp(&HUD_messages[i][0],message) && (!strnicmp("You already",message,11) || !stricmp("your laser is maxed out!",message) || !stricmp("super laser maxed out!",message))) return 0; if (HUD_color == -1) HUD_color = BM_XRGB(0,28,0); con_printf(CON_HUD, "%s\n", message); hud_last = temp; // Check if memory has been overwritten at this point. if (strlen(message) >= HUD_MESSAGE_LENGTH) Error( "Your message to HUD is too long. Limit is %i characters.\n", HUD_MESSAGE_LENGTH); if (Newdemo_state == ND_STATE_RECORDING ) newdemo_record_hud_message( message ); HUD_message_timer = F1_0*3; // 1 second per 5 characters HUD_nmessages++; return 1; } int HUD_init_message(char * format, ... ) { int ret; va_list args; va_start(args, format); ret = HUD_init_message_va(format, args); va_end(args); return ret; } void player_dead_message(void) { if (Player_exploded) { if ( Players[Player_num].lives < 2 ) { int x, y, w, h, aw; gr_set_curfont( HUGE_FONT ); gr_get_string_size( TXT_GAME_OVER, &w, &h, &aw ); w += 20; h += 8; x = (grd_curcanv->cv_bitmap.bm_w - w ) / 2; y = (grd_curcanv->cv_bitmap.bm_h - h ) / 2; Gr_scanline_darkening_level = 2*7; gr_setcolor( BM_XRGB(0,0,0) ); gr_rect( x, y, x+w, y+h ); Gr_scanline_darkening_level = GR_FADE_LEVELS; gr_printf(0x8000, (GHEIGHT - h)/2 + h/8, TXT_GAME_OVER ); } gr_set_curfont( GAME_FONT ); if (HUD_color == -1) HUD_color = BM_XRGB(0,28,0); gr_set_fontcolor( HUD_color, -1); gr_printf(0x8000, GHEIGHT-LINE_SPACING, TXT_PRESS_ANY_KEY); } } void hud_message(int class, char *format, ...) { va_list vp; va_start(vp, format); if ((!MSG_Noredundancy || (class & MSGC_NOREDUNDANCY)) && (!MSG_Playermessages || !(Game_mode & GM_MULTI) || (class & MSGC_PLAYERMESSAGES))) HUD_init_message_va(format, vp); va_end(vp); }