21241471c6
Use structured bindings to capture the values on return, so that they can be declared as `const` if they are immutable after initial computation.
265 lines
6.4 KiB
C++
265 lines
6.4 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/*
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*
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* Routines for displaying HUD messages...
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*
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*/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "hudmsg.h"
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#include "pstypes.h"
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#include "u_mem.h"
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#include "strutil.h"
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#include "console.h"
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#include "object.h"
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#include "inferno.h"
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#include "game.h"
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#include "gauges.h"
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#include "newdemo.h"
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#include "player.h"
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#include "gamefont.h"
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#include "text.h"
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#include "playsave.h"
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#include "countarray.h"
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#include "d_levelstate.h"
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int HUD_toolong;
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namespace {
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constexpr std::integral_constant<unsigned, 150> HUD_MESSAGE_LENGTH{};
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struct hudmsg
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{
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fix time;
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ntstring<HUD_MESSAGE_LENGTH> message;
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template <typename M>
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hudmsg(const fix& t, M &&m) :
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time(t)
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{
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message.copy_if(m);
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}
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};
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struct hudmsg_array_t : public count_array_t<hudmsg, HUD_MAX_NUM_STOR> {};
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static hudmsg_array_t HUD_messages;
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static int HUD_color = -1;
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static int HUD_init_message_literal_worth_showing(int class_flag, const char *message);
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}
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void HUD_clear_messages()
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{
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HUD_messages.clear();
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HUD_toolong = 0;
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HUD_color = -1;
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}
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namespace dsx {
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// ----------------------------------------------------------------------------
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// Writes a message on the HUD and checks its timer.
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void HUD_render_message_frame(grs_canvas &canvas)
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{
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int y;
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HUD_toolong = 0;
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if (HUD_messages.empty())
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return;
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auto expired = [](hudmsg &h) -> int {
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if (h.time <= FrameTime)
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return 1;
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h.time -= FrameTime;
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return 0;
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};
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HUD_messages.erase_if(expired);
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// display last $HUD_MAX_NUM_DISP messages on the list
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if (!HUD_messages.empty())
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{
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if (HUD_color == -1)
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HUD_color = BM_XRGB(0,28,0);
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gr_set_fontcolor(canvas, HUD_color, -1);
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y = FSPACY(1);
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auto &game_font = *GAME_FONT;
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const auto &&line_spacing = LINE_SPACING(game_font, game_font);
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#if defined(DXX_BUILD_DESCENT_II)
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if (PlayerCfg.GuidedInBigWindow &&
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LevelUniqueObjectState.Guided_missile.get_player_active_guided_missile(LevelUniqueObjectState.get_objects().vmptr, Player_num) != nullptr)
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y += line_spacing;
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#endif
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hudmsg_array_t::iterator i, e = HUD_messages.end();
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if (HUD_messages.size() < HUD_MAX_NUM_DISP)
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i = HUD_messages.begin();
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else
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i = e - HUD_MAX_NUM_DISP;
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if (strlen(i->message) > 38)
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HUD_toolong = 1;
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for (; i != e; ++i ) {
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gr_string(canvas, game_font, 0x8000, y, &i->message[0]);
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y += line_spacing;
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}
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}
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}
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}
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namespace {
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static int is_worth_showing(int class_flag)
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{
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if (PlayerCfg.NoRedundancy && (class_flag & HM_REDUNDANT))
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return 0;
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if (PlayerCfg.MultiMessages && (Game_mode & GM_MULTI) && !(class_flag & HM_MULTI))
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return 0;
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return 1;
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}
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}
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// Call to flash a message on the HUD. Returns true if message drawn.
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// (message might not be drawn if previous message was same)
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int HUD_init_message_va(int class_flag, const char * format, va_list args)
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{
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if (!is_worth_showing(class_flag))
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return 0;
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#ifndef macintosh
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char message[HUD_MESSAGE_LENGTH+1] = "";
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#else
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char message[1024] = "";
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#endif
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#ifndef macintosh
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vsnprintf(message, sizeof(char)*HUD_MESSAGE_LENGTH, format, args);
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#else
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vsprintf(message, format, args);
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#endif
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int r = HUD_init_message_literal_worth_showing(class_flag, message);
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if (r)
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con_puts(CON_HUD, message);
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return r;
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}
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namespace {
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static int HUD_init_message_literal_worth_showing(int class_flag, const char *message)
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{
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// check if message is already in list and bail out if so
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if (!HUD_messages.empty())
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{
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hudmsg_array_t::iterator i, e = HUD_messages.end();
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// if "normal" message, only check if it's the same at the most recent one, if marked as "may duplicate" check whole list
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if (class_flag & HM_MAYDUPL)
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i = HUD_messages.begin();
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else
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i = e - 1;
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for (; i != e; ++i)
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{
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if (!d_stricmp(message, i->message))
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{
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i->time = F1_0*2; // keep redundant message in list
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if (std::distance(i, e) < HUD_MAX_NUM_DISP) // if redundant message on display, update them all
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{
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if (HUD_messages.size() < HUD_MAX_NUM_DISP)
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i = HUD_messages.begin();
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else
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i = HUD_messages.end() - HUD_MAX_NUM_DISP;
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for (unsigned j = 1; i != e; ++i, j++)
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i->time = F1_0*(j*2);
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}
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return 0;
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}
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}
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}
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if (HUD_messages.size() >= HUD_MAX_NUM_STOR)
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{
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std::move(HUD_messages.begin() + 1, HUD_messages.end(), HUD_messages.begin());
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HUD_messages.pop_back();
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}
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fix t;
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if (HUD_messages.size() + 1 < HUD_MAX_NUM_DISP)
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t = F1_0*3; // one message - display 3 secs
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else
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{
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hudmsg_array_t::iterator e = HUD_messages.end(), i = e - HUD_MAX_NUM_DISP;
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for (unsigned j = 1; ++i != e; j++) // multiple messages - display 2 seconds each
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i->time = F1_0*(j*2);
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t = F1_0 * ((HUD_MAX_NUM_DISP + 1) * 2);
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}
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HUD_messages.emplace_back(t, message);
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if (HUD_color == -1)
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HUD_color = BM_XRGB(0,28,0);
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if (Newdemo_state == ND_STATE_RECORDING )
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newdemo_record_hud_message( message );
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return 1;
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}
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}
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int (HUD_init_message)(int class_flag, const char * format, ... )
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{
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int ret;
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va_list args;
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va_start(args, format);
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ret = HUD_init_message_va(class_flag, format, args);
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va_end(args);
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return ret;
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}
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int HUD_init_message_literal(int class_flag, const char *str)
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{
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if (!is_worth_showing(class_flag))
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return 0;
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int r = HUD_init_message_literal_worth_showing(class_flag, str);
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if (r)
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con_puts(CON_HUD, str);
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return r;
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}
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void player_dead_message(grs_canvas &canvas)
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{
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if (Player_dead_state == player_dead_state::exploded)
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{
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if (get_local_player().lives == 1)
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{
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int x, y;
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auto &huge_font = *HUGE_FONT;
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const auto &&[gw, gh] = gr_get_string_size(huge_font, TXT_GAME_OVER);
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const auto w = gw + 20;
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const auto h = gh + 8;
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x = (canvas.cv_bitmap.bm_w - w ) / 2;
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y = (canvas.cv_bitmap.bm_h - h ) / 2;
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gr_settransblend(canvas, 14, gr_blend::normal);
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const uint8_t color = BM_XRGB(0, 0, 0);
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gr_rect(canvas, x, y, x + w, y + h, color);
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gr_settransblend(canvas, GR_FADE_OFF, gr_blend::normal);
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gr_string(canvas, huge_font, 0x8000, (canvas.cv_bitmap.bm_h - h) / 2 + h / 8, TXT_GAME_OVER, gw, gh);
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}
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if (HUD_color == -1)
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HUD_color = BM_XRGB(0,28,0);
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gr_set_fontcolor(canvas, HUD_color, -1);
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auto &game_font = *GAME_FONT;
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gr_string(canvas, game_font, 0x8000, canvas.cv_bitmap.bm_h - LINE_SPACING(game_font, game_font), PlayerCfg.RespawnMode == RespawnPress::Any ? TXT_PRESS_ANY_KEY : "Press fire key or button to continue...");
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}
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}
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