dxx-rebirth/main/hud.c
2003-10-10 09:36:35 +00:00

600 lines
17 KiB
C

/* $Id: hud.c,v 1.8 2003-10-10 09:36:35 btb 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...
*
* Old Log:
* Revision 1.4 1995/08/24 16:03:09 allender
* fix up message placement
*
* Revision 1.3 1995/08/18 10:25:21 allender
* added support for pixel doubling using PC game font
*
* Revision 1.2 1995/08/12 11:33:22 allender
* removed #ifdef NEWDEMO -- always in
*
* Revision 1.1 1995/05/16 15:26:32 allender
* Initial revision
*
* Revision 2.2 1995/03/30 16:36:40 mike
* text localization.
*
* Revision 2.1 1995/03/06 15:23:50 john
* New screen techniques.
*
* Revision 2.0 1995/02/27 11:30:41 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.27 1995/01/23 16:51:30 mike
* Show hud messages on 3d if window in three largest sizes.
*
* Revision 1.26 1995/01/17 17:42:45 rob
* Made message timeout for HUD messages longer.
*
* Revision 1.25 1995/01/04 11:39:03 rob
* Made HUD text get out of the way of large HUD messages.
*
* Revision 1.24 1995/01/01 14:20:32 rob
* longer timer for hud messages.
*
*
* Revision 1.23 1994/12/15 13:04:34 mike
* Replace Players[Player_num].time_total references with GameTime.
*
* Revision 1.22 1994/12/13 12:55:12 mike
* move press any key to continue message when you are dead to bottom of window.
*
* Revision 1.21 1994/12/07 17:08:01 rob
* removed unnecessary debug info.
*
* Revision 1.20 1994/12/07 16:24:16 john
* Took out code that kept track of messages differently for different
* screen modes... I made it so they just draw differently depending on screen mode.
*
* Revision 1.19 1994/12/07 15:42:57 rob
* Added a bunch of debug stuff to look for HUD message problems in net games...
*
* Revision 1.18 1994/12/06 16:30:35 yuan
* Localization
*
* Revision 1.17 1994/12/05 00:32:36 mike
* fix randomness of color on status bar hud messages.
*
* Revision 1.16 1994/11/19 17:05:53 rob
* Moved dead_player_message down to avoid overwriting HUD messages.
*
* Revision 1.15 1994/11/18 23:37:56 john
* Changed some shorts to ints.
*
* Revision 1.14 1994/11/12 16:38:25 mike
* clear some annoying debug messages.
*
* Revision 1.13 1994/11/11 15:36:39 mike
* write hud messages on background if 3d window small enough
*
* Revision 1.12 1994/10/20 09:49:31 mike
* Reduce number of messages.
*
* Revision 1.11 1994/10/17 10:49:15 john
* Took out some warnings.
*
* Revision 1.10 1994/10/17 10:45:13 john
* Made the player able to abort death by pressing any button or key.
*
* Revision 1.9 1994/10/13 15:17:33 mike
* Remove afterburner references.
*
* Revision 1.8 1994/10/11 12:06:32 mike
* Only show message advertising death sequence abort after player exploded.
*
* Revision 1.7 1994/10/10 17:21:53 john
* Made so instead of saying too many messages, it scrolls off the
* oldest message.
*
* Revision 1.6 1994/10/07 23:05:39 john
* Fixed bug with HUD not drawing stuff sometimes...
* ( I had a circular buffer that I was stepping thru
* to draw text that went: for (i=first;i<last;i++)...
* duh!! last could be less than first.)
* /
*
* Revision 1.5 1994/09/16 13:08:20 mike
* Arcade stuff, afterburner stuff.
*
* Revision 1.4 1994/09/14 16:26:57 mike
* player_dead_message.
*
* Revision 1.3 1994/08/18 16:35:45 john
* Made gauges messages stay up a bit longer.
*
* Revision 1.2 1994/08/18 12:10:21 john
* Made HUD messages scroll.
*
* Revision 1.1 1994/08/18 11:22:09 john
* Initial revision
*
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#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 "mono.h"
#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 "pa_enabl.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];
extern void copy_background_rect(int left,int top,int right,int bot);
char Displayed_background_message[2][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;
int Modex_hud_msg_count;
#define LHX(x) ((x)*(FontHires?2:1))
#define LHY(y) ((y)*(FontHires?2.4:1))
#ifdef WINDOWS
int extra_clear=0;
#endif
// ----------------------------------------------------------------------------
void clear_background_messages(void)
{
#ifdef WINDOWS
if (extra_clear == FrameCount) //don't do extra clear on same frame
return;
#endif
#ifdef WINDOWS
if (((Cockpit_mode == CM_STATUS_BAR) || (Cockpit_mode == CM_FULL_SCREEN)) && (Last_msg_ycrd != -1) && (dd_VR_render_sub_buffer[0].yoff >= 6)) {
dd_grs_canvas *canv_save = dd_grd_curcanv;
#else
if (((Cockpit_mode == CM_STATUS_BAR) || (Cockpit_mode == CM_FULL_SCREEN)) && (Last_msg_ycrd != -1) && (VR_render_sub_buffer[0].cv_bitmap.bm_y >= 6)) {
grs_canvas *canv_save = grd_curcanv;
#endif
WINDOS( dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (copy_background_rect(0, Last_msg_ycrd, grd_curcanv->cv_bitmap.bm_w, Last_msg_ycrd+Last_msg_height-1));
PA_DFX (pa_set_backbuffer_current());
copy_background_rect(0, Last_msg_ycrd, grd_curcanv->cv_bitmap.bm_w, Last_msg_ycrd+Last_msg_height-1);
WINDOS(
dd_gr_set_current_canvas(canv_save),
gr_set_current_canvas(canv_save)
);
#ifdef WINDOWS
if (extra_clear || !GRMODEINFO(modex)) {
extra_clear = 0;
Last_msg_ycrd = -1;
}
else
extra_clear = FrameCount;
#else
Last_msg_ycrd = -1;
#endif
}
Displayed_background_message[VR_current_page][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 Guided_in_big_window;
extern int max_window_h;
extern grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag);
// -----------------------------------------------------------------------------
// print to buffer, double heights, and blit bitmap to screen
void modex_hud_message(int x, int y, char *s, grs_font *font, int color)
{
grs_canvas *temp_canv;
temp_canv = print_to_canvas(s, font, color, -1, 1);
gr_bitmapm(x,y,&temp_canv->cv_bitmap);
gr_free_canvas(temp_canv);
}
extern int max_window_w;
// ----------------------------------------------------------------------------
// Writes a message on the HUD and checks its timer.
void HUD_render_message_frame()
{
int i, y,n;
int h,w,aw;
if (( HUD_nmessages < 0 ) || (HUD_nmessages > HUD_MAX_NUM))
Int3(); // Get Rob!
if ( (HUD_nmessages < 1 ) && (Modex_hud_msg_count == 0))
return;
HUD_message_timer -= FrameTime;
#ifdef WINDOWS
if (extra_clear)
clear_background_messages(); // If in status bar mode and no messages, then erase.
#endif
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--;
if (HUD_nmessages == 0)
Modex_hud_msg_count = 2;
temp = Last_msg_ycrd;
clear_background_messages(); // If in status bar mode and no messages, then erase.
if (Modex_hud_msg_count)
Last_msg_ycrd = temp;
}
}
if (HUD_nmessages > 0 ) {
if (HUD_color == -1)
HUD_color = BM_XRGB(0,28,0);
#ifdef WINDOWS
if ( (VR_render_mode==VR_NONE) && ((Cockpit_mode == CM_STATUS_BAR) || (Cockpit_mode == CM_FULL_SCREEN)) && (dd_VR_render_sub_buffer[0].yoff >= (max_window_h/8))) {
#else
if ( (VR_render_mode==VR_NONE) && ((Cockpit_mode == CM_STATUS_BAR) || (Cockpit_mode == CM_FULL_SCREEN)) && (VR_render_sub_buffer[0].cv_bitmap.bm_y >= (max_window_h/8))) {
#endif
// Only display the most recent message in this mode
char *message = HUD_messages[(hud_first+HUD_nmessages-1) % HUD_MAX_NUM];
if (strcmp(Displayed_background_message[VR_current_page], message)) {
int ycrd;
WINDOS(
dd_grs_canvas *canv_save = dd_grd_curcanv,
grs_canvas *canv_save = grd_curcanv
);
#ifdef MACINTOSH
if (Scanline_double)
FontHires=1; // always display hires font outside of display
#endif
WINDOS(
ycrd = dd_grd_curcanv->yoff - (SMALL_FONT->ft_h+2),
ycrd = grd_curcanv->cv_bitmap.bm_y - (SMALL_FONT->ft_h+2)
);
if (ycrd < 0)
ycrd = 0;
WINDOS(
dd_gr_set_current_canvas(get_current_game_screen()),
gr_set_current_canvas(get_current_game_screen())
);
gr_set_curfont( SMALL_FONT );
gr_get_string_size(message, &w, &h, &aw );
clear_background_messages();
if (grd_curcanv->cv_bitmap.bm_type == BM_MODEX) {
WIN(Int3()); // No no no no ....
ycrd -= h;
h *= 2;
modex_hud_message((grd_curcanv->cv_bitmap.bm_w-w)/2, ycrd, message, SMALL_FONT, HUD_color);
if (Modex_hud_msg_count > 0) {
Modex_hud_msg_count--;
Displayed_background_message[VR_current_page][0] = '!';
} else
strcpy(Displayed_background_message[VR_current_page], message);
} else {
WIN(DDGRLOCK(dd_grd_curcanv));
gr_set_fontcolor( HUD_color, -1);
PA_DFX (pa_set_frontbuffer_current());
PA_DFX (gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, ycrd, message ));
PA_DFX (pa_set_backbuffer_current());
gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, ycrd, message );
strcpy(Displayed_background_message[VR_current_page], message);
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
WINDOS(
dd_gr_set_current_canvas(canv_save),
gr_set_current_canvas(canv_save)
);
Last_msg_ycrd = ycrd;
Last_msg_height = h;
#ifdef MACINTOSH
if (Scanline_double)
FontHires=0; // always display hires font outside of display
#endif
}
} else {
gr_set_curfont( SMALL_FONT );
if ( (Cockpit_mode == CM_FULL_SCREEN) || (Cockpit_mode == CM_LETTERBOX) ) {
if (Game_window_w == max_window_w)
y = SMALL_FONT->ft_h/2;
else
y= SMALL_FONT->ft_h * 2;
} else
y = SMALL_FONT->ft_h/2;
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] && Guided_in_big_window)
y+=SMALL_FONT->ft_h+3;
WIN(DDGRLOCK(dd_grd_curcanv));
for (i=0; i<HUD_nmessages; i++ ) {
n = (hud_first+i) % HUD_MAX_NUM;
if ((n < 0) || (n >= HUD_MAX_NUM))
Int3(); // Get Rob!!
if (!strcmp(HUD_messages[n], "This is a bug."))
Int3(); // Get Rob!!
gr_get_string_size(&HUD_messages[n][0], &w, &h, &aw );
gr_set_fontcolor( HUD_color, -1);
PA_DFX (pa_set_frontbuffer_current());
PA_DFX(gr_string((grd_curcanv->cv_bitmap.bm_w-w)/2,y, &HUD_messages[n][0] ));
PA_DFX (pa_set_backbuffer_current());
gr_string((grd_curcanv->cv_bitmap.bm_w-w)/2,y, &HUD_messages[n][0] );
y += h+1;
}
WIN(DDGRUNLOCK(dd_grd_curcanv));
}
}
#ifndef WINDOWS
else if (get_current_game_screen()->cv_bitmap.bm_type == BM_MODEX) {
if (Modex_hud_msg_count) {
int temp = Last_msg_ycrd;
Modex_hud_msg_count--;
clear_background_messages(); // If in status bar mode and no messages, then erase.
Last_msg_ycrd = temp;
}
}
#endif
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;
char *message = NULL;
char *last_message=NULL;
#if 0
int temp2;
char *cleanmessage;
#endif
char con_message[HUD_MESSAGE_LENGTH + 3];
Modex_hud_msg_count = 2;
if ( (hud_last < 0) || (hud_last >= HUD_MAX_NUM))
Int3(); // Get Rob!!
// -- mprintf((0, "message timer: %7.3f\n", f2fl(HUD_message_timer)));
message = &HUD_messages[hud_last][0];
vsprintf(message,format,args);
/* Produce a colorised version and send it to the console */
if (HUD_color == -1)
HUD_color = BM_XRGB(0,28,0);
con_message[0] = CC_COLOR;
con_message[1] = HUD_color;
con_message[2] = '\0';
strcat(con_message, message);
con_printf(CON_NORMAL, "%s\n", con_message);
// Added by Leighton
if ((Game_mode & GM_MULTI) && FindArg("-noredundancy"))
if (!strnicmp ("You already",message,11))
return 0;
if ((Game_mode & GM_MULTI) && FindArg("-PlayerMessages") && 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
}
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);
#ifdef NEWDEMO
if (Newdemo_state == ND_STATE_RECORDING )
newdemo_record_hud_message( message );
#endif
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 (!Arcade_mode && Player_exploded) { //(ConsoleObject->flags & OF_EXPLODING)) {
//@@ gr_set_curfont( SMALL_FONT );
//@@ if (HUD_color == -1)
//@@ HUD_color = BM_XRGB(0,28,0);
//@@ gr_set_fontcolor( HUD_color, -1);
//@@
//@@ gr_printf(0x8000, grd_curcanv->cv_bitmap.bm_h-8, TXT_PRESS_ANY_KEY);
//@@ gr_set_curfont( GAME_FONT );
//@@ }
//@@
//@@}
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_w - w ) / 2;
y = (grd_curcanv->cv_h - h ) / 2;
NO_DFX (Gr_scanline_darkening_level = 2*7);
NO_DFX (gr_setcolor( BM_XRGB(0,0,0) ));
NO_DFX (gr_rect( x, y, x+w, y+h ));
Gr_scanline_darkening_level = GR_FADE_LEVELS;
gr_string(0x8000, (grd_curcanv->cv_h - grd_curcanv->cv_font->ft_h)/2 + h/8, TXT_GAME_OVER );
#if 0
// Automatically exit death after 10 secs
if ( GameTime > Player_time_of_death + F1_0*10 ) {
Function_mode = FMODE_MENU;
Game_mode = GM_GAME_OVER;
longjmp( LeaveGame, 1 ); // Exit out of game loop
}
#endif
}
gr_set_curfont( GAME_FONT );
if (HUD_color == -1)
HUD_color = BM_XRGB(0,28,0);
gr_set_fontcolor( HUD_color, -1);
gr_string(0x8000, grd_curcanv->cv_h-(grd_curcanv->cv_font->ft_h+3), TXT_PRESS_ANY_KEY);
}
}
// void say_afterburner_status(void)
// {
// if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
// HUD_init_message("Afterburner engaged.");
// else
// HUD_init_message("Afterburner disengaged.");
// }
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);
}