1085 lines
29 KiB
C
1085 lines
29 KiB
C
// BLANKART
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file st_stuff.c
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/// \brief Status bar code
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/// Does the face/direction indicator animatin.
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/// Does palette indicators as well (red pain/berserk, bright pickup)
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#include "doomdef.h"
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#include "g_game.h"
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#include "i_sound.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "f_finale.h"
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#include "st_stuff.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "z_zone.h"
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#include "hu_stuff.h"
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#include "console.h"
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#include "s_sound.h"
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#include "i_system.h"
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#include "m_menu.h"
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#include "m_cheat.h"
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#include "m_misc.h" // moviemode
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#include "m_anigif.h" // cv_gif_downscale
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#include "p_setup.h" // NiGHTS grading
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#include "k_grandprix.h" // we need to know grandprix status for titlecards
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#include "k_director.h"
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#include "k_boss.h"
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#include "r_fps.h"
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#include "g_input.h"
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//random index
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#include "m_random.h"
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// item finder
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#include "m_cond.h"
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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#include "lua_hudlib_drawlist.h"
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#include "lua_hud.h"
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#include "lua_hook.h"
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// SRB2Kart
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#include "k_hud.h" // SRB2kart
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#include "v_video.h"
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#include "r_skins.h" // NUMFACES
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#include "r_fps.h"
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// variable to stop mayonaka static from flickering
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consvar_t cv_lessflicker = CVAR_INIT ("lessflicker", "Off", CV_SAVE, CV_OnOff, NULL);
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consvar_t cv_stagetitle = CVAR_INIT ("maptitle", "On", CV_SAVE, CV_OnOff, NULL);
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UINT16 objectsdrawn = 0;
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// dumb fade thing for director toggle
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tic_t directortoggletimer = 0;
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//
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// STATUS BAR DATA
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//
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patch_t *faceprefix[MAXSKINS][NUMFACES];
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// ------------------------------------------
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// status bar overlay
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// ------------------------------------------
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// Midnight Channel:
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static patch_t *hud_tv1;
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static patch_t *hud_tv2;
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#ifdef HAVE_DISCORDRPC
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// Discord Rich Presence
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static patch_t *envelope;
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#endif
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// current player for overlay drawing
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player_t *stplyr;
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UINT8 stplyrnum;
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static huddrawlist_h luahuddrawlist_game[MAXSPLITSCREENPLAYERS];
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static huddrawlist_h luahuddrawlist_titlecard;
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//
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// STATUS BAR CODE
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//
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boolean ST_SameTeam(player_t *a, player_t *b)
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{
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// Spectator chat.
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if (a->spectator && b->spectator)
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{
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return true;
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}
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// Team chat.
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if (G_GametypeHasTeams() == true)
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{
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// You get team messages if you're on the same team.
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return (a->ctfteam == b->ctfteam);
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}
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else
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{
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// Not that everyone's not on the same team, but team messages go to normal chat if everyone's not in the same team.
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return true;
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}
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}
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static boolean st_stopped = true;
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void ST_Ticker(boolean run)
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{
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if (st_stopped)
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return;
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if (run)
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ST_runTitleCard();
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}
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// 0 is default, any others are special palettes.
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INT32 st_palette = 0;
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UINT32 st_translucency = 10;
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void ST_doPaletteStuff(void)
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{
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INT32 palette;
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if (stplyr && stplyr->flashcount)
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palette = stplyr->flashpal;
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else
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palette = 0;
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#ifdef HWRENDER
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if (rendermode == render_opengl && !HWR_ShouldUsePaletteRendering())
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palette = 0; // Don't set the palette to a flashpal in OpenGL's truecolor mode
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#endif
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if (palette != st_palette)
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{
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st_palette = palette;
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if (rendermode == render_soft)
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{
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//V_SetPaletteLump(GetPalette()); // Reset the palette -- is this needed?
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if (!r_splitscreen)
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V_SetPalette(palette);
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}
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}
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}
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void ST_UnloadGraphics(void)
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{
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Patch_FreeTag(PU_HUDGFX);
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}
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void ST_LoadGraphics(void)
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{
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if (dedicated)
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return;
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// the original Doom uses 'STF' as base name for all face graphics
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// Graue 04-08-2004: face/name graphics are now indexed by skins
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// but load them in R_AddSkins, that gets called
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// first anyway
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// cache the status bar overlay icons (fullscreen mode)
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K_LoadKartHUDGraphics();
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// Midnight Channel:
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HU_UpdatePatch(&hud_tv1, "HUD_TV1");
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HU_UpdatePatch(&hud_tv2, "HUD_TV2");
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#ifdef HAVE_DISCORDRPC
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// Discord Rich Presence
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HU_UpdatePatch(&envelope, "K_REQUES");
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#endif
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}
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static boolean ST_IconCanSpinout(UINT8 icon)
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{
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return ((icon == FACE_MINIMAP)||(icon == FACE_RANK));
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}
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// made separate so that skins code can reload custom face graphics
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void ST_LoadFaceGraphics(INT32 skinnum)
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{
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#define FACE_MAX (FACE_MINIMAP + 1)
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spritedef_t* sprdef = &skins[skinnum].sprites[SPR2_XTRA];
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spriteframe_t* sprframe;
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UINT8 i = 0, maxer = min(sprdef->numframes, FACE_MAX);
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INT16 baseleftoffs, basetopoffs;
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boolean alreadycentered = false;
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while (i < maxer)
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{
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// Reset "base" offsets.
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baseleftoffs = basetopoffs = 0;
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sprframe = &sprdef->spriteframes[i];
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faceprefix[skinnum][i] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX);
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alreadycentered = ((faceprefix[skinnum][i]->alignflags & PATCHALIGN_AUTOCENTER) ==
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PATCHALIGN_AUTOCENTER);
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if ((ST_IconCanSpinout(i)) && (!alreadycentered))
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{
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// Auto-center the pivots of all minimap and rank patches with
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// the ability to spinout.
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// This is a shitty, hacky solution... but it's less work for spinout
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// rotations!
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if ((!baseleftoffs) && (faceprefix[skinnum][i]->leftoffset))
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{
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baseleftoffs = faceprefix[skinnum][i]->leftoffset;
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}
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if ((!basetopoffs) && (faceprefix[skinnum][i]->topoffset))
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{
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basetopoffs = faceprefix[skinnum][i]->topoffset;
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}
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faceprefix[skinnum][i]->pivot.x =
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(faceprefix[skinnum][i]->width / 2) + baseleftoffs;
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faceprefix[skinnum][i]->pivot.y =
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(faceprefix[skinnum][i]->height / 2) + basetopoffs;
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// We're centered; don't do this operation again.
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faceprefix[skinnum][i]->alignflags |=
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(PATCHALIGN_AUTOCENTER | PATCHALIGN_USEPIVOTS);
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}
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i++;
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}
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if (i < FACE_MAX)
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{
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patch_t* missing = W_CachePatchName("MISSING", PU_HUDGFX);
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while (i < FACE_MAX)
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{
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faceprefix[skinnum][i] = missing;
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i++;
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}
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}
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#undef FACE_MAX
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}
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void ST_ReloadSkinFaceGraphics(void)
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{
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INT32 i;
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for (i = 0; i < numskins; i++)
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ST_LoadFaceGraphics(i);
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}
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static inline void ST_InitData(void)
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{
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// 'link' the statusbar display to a player, which could be
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// another player than consoleplayer, for example, when you
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// change the view in a multiplayer demo with F12.
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stplyr = &players[displayplayers[0]];
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st_palette = -1;
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}
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static inline void ST_Stop(void)
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{
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if (st_stopped)
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return;
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#ifdef HWRENDER
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if (rendermode != render_opengl)
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#endif
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V_SetPalette(0);
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st_stopped = true;
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}
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void ST_Start(void)
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{
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if (!st_stopped)
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ST_Stop();
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ST_InitData();
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if (!dedicated)
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st_stopped = false;
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}
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//
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// Initializes the status bar, sets the defaults border patch for the window borders.
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//
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// used by OpenGL mode, holds lumpnum of flat used to fill space around the viewwindow
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lumpnum_t st_borderpatchnum;
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void ST_Init(void)
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{
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if (dedicated)
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return;
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ST_LoadGraphics();
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for (int i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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luahuddrawlist_game[i] = LUA_HUD_CreateDrawList();
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luahuddrawlist_titlecard = LUA_HUD_CreateDrawList();
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}
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// change the status bar too, when pressing F12 while viewing a demo.
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void ST_changeDemoView(void)
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{
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// the same routine is called at multiplayer deathmatch spawn
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// so it can be called multiple times
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ST_Start();
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}
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// =========================================================================
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// STATUS BAR OVERLAY
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// =========================================================================
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boolean st_overlay;
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/*
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static INT32 SCZ(INT32 z)
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{
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return FixedInt(FixedMul(z<<FRACBITS, vid.fdupy));
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}
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*/
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/*
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static INT32 SCY(INT32 y)
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{
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//31/10/99: fixed by Hurdler so it _works_ also in hardware mode
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// do not scale to resolution for hardware accelerated
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// because these modes always scale by default
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y = SCZ(y); // scale to resolution
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if (splitscreen)
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{
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y >>= 1;
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if (stplyrnum != 0)
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y += vid.height / 2;
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}
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return y;
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}
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*/
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/*
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static INT32 STRINGY(INT32 y)
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{
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//31/10/99: fixed by Hurdler so it _works_ also in hardware mode
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// do not scale to resolution for hardware accelerated
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// because these modes always scale by default
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if (splitscreen)
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{
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y >>= 1;
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if (stplyrnum != 0)
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y += BASEVIDHEIGHT / 2;
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}
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return y;
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}
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*/
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/*
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static INT32 SPLITFLAGS(INT32 f)
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{
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// Pass this V_SNAPTO(TOP|BOTTOM) and it'll trim them to account for splitscreen! -Red
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if (splitscreen)
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{
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if (stplyrnum != 0)
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f &= ~V_SNAPTOTOP;
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else
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f &= ~V_SNAPTOBOTTOM;
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}
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return f;
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}
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*/
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/*
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static INT32 SCX(INT32 x)
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{
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return FixedInt(FixedMul(x<<FRACBITS, vid.fdupx));
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}
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*/
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#if 0
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static INT32 SCR(INT32 r)
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{
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fixed_t y;
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//31/10/99: fixed by Hurdler so it _works_ also in hardware mode
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// do not scale to resolution for hardware accelerated
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// because these modes always scale by default
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y = FixedMul(r*FRACUNIT, vid.fdupy); // scale to resolution
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if (splitscreen)
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{
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y >>= 1;
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if (stplyrnum != 0)
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y += vid.height / 2;
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}
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return FixedInt(FixedDiv(y, vid.fdupy));
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}
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#endif
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// =========================================================================
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// INTERNAL DRAWING
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// =========================================================================
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// Devmode information
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static void ST_pushRow(INT32 *height)
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{
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*height -= 4;
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}
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static void ST_pushDebugString(INT32 *height, const char *string)
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{
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V_DrawRightAlignedString(320, *height, V_MONOSPACE, string);
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*height -= 8;
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}
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static void ST_pushDebugTimeMS(INT32 *height, const char *label, UINT32 ms)
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{
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ST_pushDebugString(height, va("%s%02d:%05.2f", label,
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ms / 60000, ms % 60000 / 1000.f));
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}
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static void ST_drawMusicDebug(INT32 *height)
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{
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char mname[7];
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UINT16 mflags; // unused
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boolean looping;
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UINT8 i = 0;
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const musicdef_t *def;
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musictype_t format;
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if (!S_MusicInfo(mname, &mflags, &looping))
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{
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ST_pushDebugString(height, "Song: <NOTHING>");
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return;
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}
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def = S_FindMusicDef(mname, &i);
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format = S_MusicType();
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ST_pushDebugTimeMS(height, " Elapsed: ", S_GetMusicPosition());
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ST_pushDebugTimeMS(height, looping
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? " Loop B: "
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: "Duration: ", S_GetMusicLength());
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if (looping)
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{
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ST_pushDebugTimeMS(height, " Loop A: ", S_GetMusicLoopPoint());
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}
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if (def)
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{
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ST_pushDebugString(height, va(" Volume: %4d/100", def->volume));
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}
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if (format)
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{
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musictype_t mustype = S_MusicType();
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ST_pushDebugString(height, va(" Format: %s", S_MusicTypeName(mustype)));
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}
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ST_pushDebugString(height, va(" Song: %8s", mname));
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}
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static void ST_drawRenderDebug(INT32 *height)
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{
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const struct RenderStats *i = &g_renderstats;
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ST_pushDebugString(height, va(" Visplanes: %4s", sizeu1(i->visplanes)));
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ST_pushDebugString(height, va(" Drawsegs: %4s", sizeu1(i->drawsegs)));
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ST_pushRow(height);
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ST_pushDebugString(height, va("Skybox Portals: %4s", sizeu1(i->skybox_portals)));
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}
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static void ST_drawDemoDebug(INT32 *height)
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{
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if (!demo.recording && !demo.playback)
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return;
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size_t needle = demo.buffer->p - demo.buffer->buffer;
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size_t size = demo.buffer->size;
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double percent = (double)needle / size * 100.0;
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double avg = (double)needle / leveltime;
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ST_pushDebugString(height, va("%s/%s bytes", sizeu1(needle), sizeu2(size)));
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ST_pushDebugString(height, va(
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"%.2f/%.2f MB %5.2f%%",
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needle / (1024.0 * 1024.0),
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size / (1024.0 * 1024.0),
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percent
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));
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ST_pushDebugString(height, va(
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"%.2f KB/s (ETA %.2f minutes)",
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avg * TICRATE / 1024.0,
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(size - needle) / (avg * TICRATE * 60.0)
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));
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ST_pushDebugString(height, va("Demo (%s)", demo.recording ? "recording" : "playback"));
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}
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static void ST_drawDebugInfo(void)
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{
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INT32 height = 192;
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if (!stplyr->mo)
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return;
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if (cht_debug & DBG_BASIC)
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{
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const fixed_t d = AngleFixed(stplyr->mo->angle);
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V_DrawRightAlignedString(320, 168, V_MONOSPACE, va("X: %6d", stplyr->mo->x>>FRACBITS));
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V_DrawRightAlignedString(320, 176, V_MONOSPACE, va("Y: %6d", stplyr->mo->y>>FRACBITS));
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V_DrawRightAlignedString(320, 184, V_MONOSPACE, va("Z: %6d", stplyr->mo->z>>FRACBITS));
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V_DrawRightAlignedString(320, 192, V_MONOSPACE, va("A: %6d", FixedInt(d)));
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height = 152;
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}
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if (cht_debug & DBG_DETAILED)
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{
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//V_DrawRightAlignedString(320, height - 104, V_MONOSPACE, va("SHIELD: %5x", stplyr->powers[pw_shield]));
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V_DrawRightAlignedString(320, height - 96, V_MONOSPACE, va("SCALE: %5d%%", (stplyr->mo->scale*100)/FRACUNIT));
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//V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("DASH: %3d/%3d", stplyr->dashspeed>>FRACBITS, FixedMul(stplyr->maxdash,stplyr->mo->scale)>>FRACBITS));
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//V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime]));
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// Flags
|
|
//V_DrawRightAlignedString(304-64, height - 72, V_MONOSPACE, "Flags:");
|
|
//V_DrawString(304-60, height - 72, (stplyr->jumping) ? V_GREENMAP : V_REDMAP, "JM");
|
|
//V_DrawString(304-40, height - 72, (stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP, "JD");
|
|
//V_DrawString(304-20, height - 72, (stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP, "SP");
|
|
//V_DrawString(304, height - 72, (stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP, "ST");
|
|
|
|
V_DrawRightAlignedString(320, height - 64, V_MONOSPACE, va("CEILZ: %6d", stplyr->mo->ceilingz>>FRACBITS));
|
|
V_DrawRightAlignedString(320, height - 56, V_MONOSPACE, va("FLOORZ: %6d", stplyr->mo->floorz>>FRACBITS));
|
|
|
|
V_DrawRightAlignedString(320, height - 48, V_MONOSPACE, va("CNVX: %6d", stplyr->cmomx>>FRACBITS));
|
|
V_DrawRightAlignedString(320, height - 40, V_MONOSPACE, va("CNVY: %6d", stplyr->cmomy>>FRACBITS));
|
|
V_DrawRightAlignedString(320, height - 32, V_MONOSPACE, va("PLTZ: %6d", stplyr->mo->pmomz>>FRACBITS));
|
|
|
|
V_DrawRightAlignedString(320, height - 24, V_MONOSPACE, va("MOMX: %6d", stplyr->rmomx>>FRACBITS));
|
|
V_DrawRightAlignedString(320, height - 16, V_MONOSPACE, va("MOMY: %6d", stplyr->rmomy>>FRACBITS));
|
|
V_DrawRightAlignedString(320, height - 8, V_MONOSPACE, va("MOMZ: %6d", stplyr->mo->momz>>FRACBITS));
|
|
V_DrawRightAlignedString(320, height, V_MONOSPACE, va("SPEED: %6d", stplyr->speed>>FRACBITS));
|
|
|
|
height -= 120;
|
|
}
|
|
|
|
if (cht_debug & DBG_RNG) // randomizer testing
|
|
{
|
|
fixed_t peekres = P_RandomPeek();
|
|
|
|
V_DrawRightAlignedString(320, height - 16, V_MONOSPACE, va("Init: %08x", P_GetInitSeed()));
|
|
V_DrawRightAlignedString(320, height - 8, V_MONOSPACE, va("Seed: %08x", P_GetRandSeed()));
|
|
V_DrawRightAlignedString(320, height, V_MONOSPACE, va("== : %08x", peekres));
|
|
|
|
height -= 32;
|
|
}
|
|
|
|
if (cht_debug & DBG_MUSIC)
|
|
{
|
|
ST_drawMusicDebug(&height);
|
|
}
|
|
|
|
if (cht_debug & DBG_RENDER)
|
|
{
|
|
ST_drawRenderDebug(&height);
|
|
}
|
|
|
|
if (cht_debug & DBG_DEMO)
|
|
{
|
|
ST_drawDemoDebug(&height);
|
|
}
|
|
|
|
if (cht_debug & DBG_MEMORY)
|
|
V_DrawRightAlignedString(320, height, V_MONOSPACE, va("Heap used: %7sKB", sizeu1(Z_TagsUsage(0, INT32_MAX)>>10)));
|
|
}
|
|
|
|
tic_t lt_ticker = 0, lt_lasttic = 0;
|
|
tic_t lt_exitticker = 0, lt_endtime = 0;
|
|
|
|
|
|
//
|
|
// Load the graphics for the title card.
|
|
// Don't let LJ see this
|
|
//
|
|
static void ST_cacheLevelTitle(void)
|
|
{
|
|
//UINT8 i;
|
|
//char buf[9];
|
|
|
|
}
|
|
|
|
//
|
|
// Start the title card.
|
|
//
|
|
void ST_startTitleCard(void)
|
|
{
|
|
// cache every HUD patch used
|
|
ST_cacheLevelTitle(); // Nothing
|
|
|
|
// initialize HUD variables
|
|
lt_ticker = lt_exitticker = lt_lasttic = 0;
|
|
lt_endtime = 4*TICRATE; // + (10*NEWTICRATERATIO);
|
|
}
|
|
|
|
//
|
|
// What happens before drawing the title card.
|
|
// Which is just setting the HUD translucency.
|
|
//
|
|
void ST_preDrawTitleCard(void)
|
|
{
|
|
if (!G_IsTitleCardAvailable())
|
|
return;
|
|
|
|
if (lt_ticker >= (lt_endtime + TICRATE))
|
|
return;
|
|
|
|
// Kart: nothing
|
|
}
|
|
|
|
//
|
|
// Run the title card.
|
|
// Called from ST_Ticker.
|
|
//
|
|
void ST_runTitleCard(void)
|
|
{
|
|
boolean run = !(paused || P_AutoPause());
|
|
//boolean gp = (marathonmode || (grandprixinfo.gp && grandprixinfo.roundnum));
|
|
|
|
if (!G_IsTitleCardAvailable())
|
|
return;
|
|
|
|
if (lt_ticker >= (lt_endtime + TICRATE))
|
|
return;
|
|
|
|
if (run || (lt_ticker < PRELEVELTIME))
|
|
{
|
|
// tick
|
|
lt_ticker++;
|
|
|
|
// used for hud slidein
|
|
if (lt_ticker >= lt_endtime)
|
|
lt_exitticker++;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Draw the title card itself.
|
|
//
|
|
|
|
void ST_drawTitleCard(void)
|
|
{
|
|
char *lvlttl = mapheaderinfo[gamemap-1]->lvlttl;
|
|
char *subttl = mapheaderinfo[gamemap-1]->subttl;
|
|
char *zonttl = mapheaderinfo[gamemap-1]->zonttl; // SRB2kart
|
|
char *actnum = mapheaderinfo[gamemap-1]->actnum;
|
|
INT32 lvlttlxpos;
|
|
INT32 ttlnumxpos;
|
|
INT32 zonexpos;
|
|
INT32 dupcalc = (vid.width/vid.dupx);
|
|
UINT8 gtc = G_GetGametypeColor(gametype);
|
|
INT32 sub = 0;
|
|
INT32 bary = (r_splitscreen)
|
|
? BASEVIDHEIGHT/2
|
|
: 163;
|
|
INT32 lvlw;
|
|
|
|
if (!cv_stagetitle.value)
|
|
return;
|
|
|
|
if (!LUA_HudEnabled(hud_stagetitle))
|
|
goto luahook;
|
|
|
|
if (timeinmap > 113 || timeinmap < 6)
|
|
goto luahook;
|
|
|
|
lvlw = V_LevelNameWidth(lvlttl);
|
|
|
|
if (actnum[0])
|
|
lvlttlxpos = ((BASEVIDWIDTH/2) - (lvlw/2)) - V_LevelNameWidth(actnum);
|
|
else
|
|
lvlttlxpos = ((BASEVIDWIDTH/2) - (lvlw/2));
|
|
|
|
zonexpos = ttlnumxpos = lvlttlxpos + lvlw;
|
|
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
|
|
{
|
|
if (zonttl[0])
|
|
zonexpos -= V_LevelNameWidth(zonttl); // SRB2kart
|
|
else
|
|
zonexpos -= V_LevelNameWidth(M_GetText("Zone"));
|
|
}
|
|
|
|
if (lvlttlxpos < 0)
|
|
lvlttlxpos = 0;
|
|
|
|
if (timeinmap > 105)
|
|
{
|
|
INT32 count = (113 - (INT32)(timeinmap));
|
|
|
|
// uh... "fill in the bits" of sub, or something... no idea what I came up with
|
|
// VERY janky, but doesn't require m_easing
|
|
INT32 frac = (FixedMul(R_GetTimeFrac(RTF_LEVEL), FixedDiv(dupcalc, BASEVIDWIDTH)) >> (count + 4))/13; // these two magic numbers seem to do the trick
|
|
|
|
sub = dupcalc;
|
|
while (count-- > 0)
|
|
sub >>= 1;
|
|
sub = -sub - frac;
|
|
}
|
|
|
|
{
|
|
dupcalc = (dupcalc - BASEVIDWIDTH)>>1;
|
|
V_DrawFill(sub - dupcalc, bary+9, ttlnumxpos+dupcalc + 1, 2, 31|V_SNAPTOBOTTOM);
|
|
V_DrawDiag(sub + ttlnumxpos + 1, bary, 11, 31|V_SNAPTOBOTTOM);
|
|
V_DrawFill(sub - dupcalc, bary, ttlnumxpos+dupcalc, 10, gtc|V_SNAPTOBOTTOM);
|
|
V_DrawDiag(sub + ttlnumxpos, bary, 10, gtc|V_SNAPTOBOTTOM);
|
|
|
|
if (subttl[0])
|
|
V_DrawRightAlignedString(sub + zonexpos - 8, bary+1, V_ALLOWLOWERCASE|V_SNAPTOBOTTOM, subttl);
|
|
}
|
|
|
|
ttlnumxpos += sub;
|
|
lvlttlxpos += sub;
|
|
zonexpos += sub;
|
|
|
|
V_DrawLevelTitle(lvlttlxpos, bary-18, V_SNAPTOBOTTOM, lvlttl);
|
|
|
|
if (strlen(zonttl) > 0)
|
|
V_DrawLevelTitle(zonexpos, bary+6, V_SNAPTOBOTTOM, zonttl);
|
|
else if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
|
|
V_DrawLevelTitle(zonexpos, bary+6, V_SNAPTOBOTTOM, M_GetText("Zone"));
|
|
|
|
if (actnum[0])
|
|
V_DrawLevelTitle(ttlnumxpos+12, bary+6, V_SNAPTOBOTTOM, actnum);
|
|
|
|
// TODO: a bit more elaborate?
|
|
if (grandprixinfo.gp)
|
|
V_DrawCenteredString(BASEVIDWIDTH/2 + sub, bary+24, V_SNAPTOBOTTOM|V_YELLOWMAP, va("ROUND %d", grandprixinfo.roundnum));
|
|
|
|
luahook:
|
|
if (renderisnewtic)
|
|
{
|
|
LUA_HUD_ClearDrawList(luahuddrawlist_titlecard);
|
|
LUA_HookHUD(luahuddrawlist_titlecard, HUD_HOOK(titlecard));
|
|
}
|
|
LUA_HUD_DrawList(luahuddrawlist_titlecard);
|
|
}
|
|
|
|
|
|
//
|
|
// Drawer for G_PreLevelTitleCard.
|
|
//
|
|
void ST_preLevelTitleCardDrawer(void)
|
|
{
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
|
|
|
|
ST_drawTitleCard();
|
|
I_OsPolling();
|
|
I_UpdateNoBlit();
|
|
}
|
|
|
|
// returns the actual button name for any gamecontrol
|
|
// if unbound is set, it returns "Unbound" as a string should there be no button bound to a gamecontrol
|
|
// if gamectrl is set, it adds an extra "-" for cases where theres also a hardcoded button like accelerate
|
|
static const char *ST_GetButtonName(INT32 control, const char *inputtext, boolean unbound, boolean gamectrl)
|
|
{
|
|
static char buttname[32] = "";
|
|
const char *butt1 = (gamecontrol[0][control][0] != 0 ? G_KeynumToString(gamecontrol[0][control][0]) : NULL);
|
|
const char *butt2 = (gamecontrol[0][control][1] != 0 ? G_KeynumToString(gamecontrol[0][control][1]) : NULL); // alternative bind
|
|
|
|
if (butt1 == NULL && butt2 == NULL) // not bound to a button
|
|
snprintf(buttname, 32, (unbound ? "%s - %s" : (gamectrl ? "-%s - %s" : "%s - %s")), (unbound ? "Unbound" : ""), inputtext);
|
|
else if (butt1 != NULL && butt2 != NULL) // bound to two buttons
|
|
snprintf(buttname, 32, "%s/%s - %s", butt1, butt2, inputtext);
|
|
else // bound to only one
|
|
snprintf(buttname, 32, (gamectrl ? "-%s - %s" : "%s - %s"), (butt1 != NULL ? butt1 : butt2 != NULL ? butt2 : ""), inputtext);
|
|
|
|
return buttname;
|
|
}
|
|
|
|
//
|
|
// Draw the status bar overlay, customisable: the user chooses which
|
|
// kind of information to overlay
|
|
//
|
|
static void ST_overlayDrawer(void)
|
|
{
|
|
const UINT8 viewnum = R_GetViewNumber();
|
|
|
|
// hu_showscores = auto hide score/time/rings when tab rankings are shown
|
|
if (!(hu_showscores && (netgame || multiplayer)))
|
|
{
|
|
K_drawKartHUD();
|
|
|
|
if (renderisnewtic)
|
|
{
|
|
LUA_HUD_ClearDrawList(luahuddrawlist_game[stplyrnum]);
|
|
LUA_HookHUD(luahuddrawlist_game[stplyrnum], HUD_HOOK(game));
|
|
}
|
|
LUA_HUD_DrawList(luahuddrawlist_game[stplyrnum]);
|
|
}
|
|
|
|
if (!hu_showscores) // hide the following if TAB is held
|
|
{
|
|
// TODO: splitscreen support!
|
|
if (!splitscreen && !P_IsLocalPlayer(stplyr) && K_DirectorIsAvailable())
|
|
{
|
|
char directortext[20] = {0};
|
|
|
|
snprintf(directortext, 20, "Director: %s", cv_director.value ? "On" : "Off");
|
|
|
|
if ((!demo.playback && directortoggletimer < 13*TICRATE) || (demo.playback && directortoggletimer < 4*TICRATE))
|
|
{
|
|
if (renderisnewtic)
|
|
directortoggletimer++;
|
|
|
|
if (directortoggletimer < 4*TICRATE)
|
|
V_DrawString(1, BASEVIDHEIGHT-8-1, V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_HUDTRANSHALF|V_ALLOWLOWERCASE, directortext);
|
|
else if (cv_translucenthud.value != 0)
|
|
V_DrawString(1, BASEVIDHEIGHT-8-1, V_SNAPTOLEFT|V_SNAPTOBOTTOM|V_80TRANS|V_ALLOWLOWERCASE, directortext); // idk if V_80TRANS is good?
|
|
}
|
|
}
|
|
else
|
|
{
|
|
directortoggletimer = 0;
|
|
}
|
|
|
|
if (cv_showviewpointtext.value)
|
|
{
|
|
if (!demo.title && !P_IsLocalPlayer(stplyr) && !camera[viewnum].freecam)
|
|
{
|
|
if (!r_splitscreen)
|
|
{
|
|
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, V_HUDTRANSHALF, M_GetText("VIEWPOINT:"));
|
|
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_HUDTRANSHALF|V_ALLOWLOWERCASE, player_names[stplyr-players]);
|
|
}
|
|
else if (r_splitscreen == 1)
|
|
{
|
|
char name[MAXPLAYERNAME+12];
|
|
|
|
INT32 y = (stplyrnum == 0) ? 4 : BASEVIDHEIGHT/2-12;
|
|
sprintf(name, "VIEWPOINT: %s", player_names[stplyr-players]);
|
|
V_DrawRightAlignedThinString(BASEVIDWIDTH-40, y, V_HUDTRANSHALF|V_ALLOWLOWERCASE|V_SNAPTOTOP|V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_SPLITSCREEN, name);
|
|
}
|
|
else if (r_splitscreen)
|
|
{
|
|
V_DrawCenteredThinString((vid.width/vid.dupx)/4, BASEVIDHEIGHT/2 - 12, V_HUDTRANSHALF|V_ALLOWLOWERCASE|V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_SPLITSCREEN, player_names[stplyr-players]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!hu_showscores && netgame && !mapreset)
|
|
{
|
|
if (stplyr->spectator && LUA_HudEnabled(hud_textspectator))
|
|
{
|
|
const char *itemtxt = M_GetText("Item - Join Game");
|
|
|
|
if (stplyr->flashing)
|
|
itemtxt = M_GetText("Item - . . .");
|
|
else if (stplyr->pflags & PF_WANTSTOJOIN)
|
|
itemtxt = M_GetText("Item - Cancel Join");
|
|
else if (G_GametypeHasTeams())
|
|
itemtxt = M_GetText("Item - Join Team");
|
|
|
|
if (cv_ingamecap.value)
|
|
{
|
|
UINT8 numingame = 0;
|
|
UINT8 i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && !players[i].spectator)
|
|
numingame++;
|
|
|
|
itemtxt = va("%s (%s: %d)", itemtxt, M_GetText("Slots left"), max(0, cv_ingamecap.value - numingame));
|
|
}
|
|
|
|
// SRB2kart: changed positions & text
|
|
if (r_splitscreen)
|
|
{
|
|
V_DrawThinString(2, (BASEVIDHEIGHT/2)-20, V_YELLOWMAP|V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("- SPECTATING -"));
|
|
V_DrawThinString(2, (BASEVIDHEIGHT/2)-10, V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, itemtxt);
|
|
}
|
|
else
|
|
{
|
|
V_DrawString(2, BASEVIDHEIGHT-50, V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_HUDTRANSHALF|V_YELLOWMAP, M_GetText("- SPECTATING -"));
|
|
V_DrawString(2, BASEVIDHEIGHT-40, V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_HUDTRANSHALF, itemtxt);
|
|
V_DrawString(2, BASEVIDHEIGHT-30, V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_HUDTRANSHALF, va("Accelerate %s", ST_GetButtonName(gc_accelerate, "Float", false, true)));
|
|
V_DrawString(2, BASEVIDHEIGHT-20, V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_HUDTRANSHALF, va("Brake %s", ST_GetButtonName(gc_brake, "Sink", false, true)));
|
|
V_DrawString(2, BASEVIDHEIGHT-10, V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_HUDTRANSHALF, ST_GetButtonName(gc_director, "Toggle Director", true, false));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ST_DrawDemoTitleEntry(void)
|
|
{
|
|
#define x (BASEVIDWIDTH/2 - 139)
|
|
#define y (BASEVIDHEIGHT/2)
|
|
M_DrawTextBox(x, y + 4, MAXSTRINGLENGTH, 1);
|
|
|
|
M_DrawTextInputScroll(x + 8, y + 12, &demo.titlenameinput, V_ALLOWLOWERCASE, (MAXSTRINGLENGTH-1)*8);
|
|
|
|
M_DrawTextBox(x + 30, y - 24, 26, 1);
|
|
V_DrawString(x + 38, y - 16, V_ALLOWLOWERCASE, "Enter the name of the replay.");
|
|
|
|
M_DrawTextBox(x + 50, y + 20, 20, 1);
|
|
V_DrawThinString(x + 58, y + 28, V_ALLOWLOWERCASE, "Escape - Cancel");
|
|
V_DrawRightAlignedThinString(x + 220, y + 28, V_ALLOWLOWERCASE, "Enter - Confirm");
|
|
#undef x
|
|
#undef y
|
|
}
|
|
|
|
// MayonakaStatic: draw Midnight Channel's TV-like borders
|
|
static void ST_MayonakaStatic(void)
|
|
{
|
|
INT32 flag;
|
|
if (cv_lessflicker.value)
|
|
flag = V_70TRANS;
|
|
else
|
|
flag = (leveltime%2) ? V_90TRANS : V_70TRANS;
|
|
|
|
V_DrawFixedPatch(0, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT|flag, hud_tv1, NULL);
|
|
V_DrawFixedPatch(320<<FRACBITS, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTORIGHT|V_FLIP|flag, hud_tv1, NULL);
|
|
V_DrawFixedPatch(0, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT|flag, hud_tv2, NULL);
|
|
V_DrawFixedPatch(320<<FRACBITS, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_FLIP|flag, hud_tv2, NULL);
|
|
}
|
|
|
|
#ifdef HAVE_DISCORDRPC
|
|
void ST_AskToJoinEnvelope(void)
|
|
{
|
|
const tic_t freq = TICRATE/2;
|
|
|
|
if (menustack[0])
|
|
return;
|
|
|
|
if ((leveltime % freq) < freq/2)
|
|
return;
|
|
|
|
V_DrawFixedPatch(296*FRACUNIT, 2*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTORIGHT, envelope, NULL);
|
|
// maybe draw number of requests with V_DrawPingNum ?
|
|
}
|
|
#endif
|
|
|
|
void ST_Drawer(void)
|
|
{
|
|
boolean stagetitle = false; // Decide whether to draw the stage title or not
|
|
|
|
// Doom's status bar only updated if necessary.
|
|
// However, ours updates every frame regardless, so the "refresh" param was removed
|
|
//(void)refresh;
|
|
|
|
// force a set of the palette by using doPaletteStuff()
|
|
if (vid.recalc)
|
|
st_palette = -1;
|
|
|
|
// Do red-/gold-shifts from damage/items
|
|
#ifdef HWRENDER
|
|
//25/08/99: Hurdler: palette changes is done for all players,
|
|
// not only player1! That's why this part
|
|
// of code is moved somewhere else.
|
|
if (rendermode == render_soft || HWR_ShouldUsePaletteRendering())
|
|
#endif
|
|
if (rendermode != render_none) ST_doPaletteStuff();
|
|
|
|
{
|
|
const tic_t length = TICRATE/2;
|
|
|
|
if (lt_exitticker)
|
|
{
|
|
st_translucency = cv_translucenthud.value;
|
|
if (lt_exitticker < length)
|
|
st_translucency = (((INT32)(lt_ticker - lt_endtime))*st_translucency)/((INT32)length);
|
|
}
|
|
else
|
|
st_translucency = 0;
|
|
}
|
|
|
|
// Check for a valid level title
|
|
// If the HUD is enabled
|
|
// And, if Lua is running, if the HUD library has the stage title enabled
|
|
if ((stagetitle = (G_IsTitleCardAvailable() && *mapheaderinfo[gamemap-1]->lvlttl != '\0' && !(hu_showscores && (netgame || multiplayer)))))
|
|
ST_preDrawTitleCard();
|
|
|
|
if (st_overlay)
|
|
{
|
|
UINT8 i;
|
|
// No deadview!
|
|
for (i = 0; i <= r_splitscreen; i++)
|
|
{
|
|
stplyr = &players[displayplayers[i]];
|
|
stplyrnum = i;
|
|
R_SetViewContext(VIEWCONTEXT_PLAYER1 + i);
|
|
R_InterpolateView(R_GetTimeFrac(RTF_CAMERA)); // to assist with object tracking
|
|
ST_overlayDrawer();
|
|
}
|
|
|
|
// draw Midnight Channel's overlay ontop
|
|
if (mapheaderinfo[gamemap-1]->typeoflevel & TOL_TV) // Very specific Midnight Channel stuff.
|
|
ST_MayonakaStatic();
|
|
}
|
|
|
|
// Draw a white fade on level opening
|
|
if (timeinmap < 15)
|
|
{
|
|
if (timeinmap <= 5)
|
|
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,FADECOLOR); // Pure white on first few frames, to hide SRB2's awful level load artifacts
|
|
else
|
|
V_DrawFadeScreen(FADECOLOR, 15-timeinmap); // Then gradually fade out from there
|
|
}
|
|
|
|
if (stagetitle)
|
|
ST_drawTitleCard();
|
|
|
|
// Replay manual-save stuff
|
|
if (demo.recording && multiplayer && demo.savebutton && demo.savebutton + 3*TICRATE < leveltime)
|
|
{
|
|
INT32 gtc = HU_GetHighlightColor();
|
|
switch (demo.savemode)
|
|
{
|
|
case DSM_NOTSAVING:
|
|
{
|
|
char replaytext[40] = {0};
|
|
INT32 flags = 0;
|
|
const char *item1 = gamecontrol[0][gc_lookback][0] != 0 ? G_KeynumToString(gamecontrol[0][gc_lookback][0]) : NULL;
|
|
const char *item2 = gamecontrol[0][gc_lookback][1] != 0 ? G_KeynumToString(gamecontrol[0][gc_lookback][1]) : NULL;
|
|
|
|
if (item1 != NULL && item2 != NULL)
|
|
{
|
|
flags |= V_6WIDTHSPACE;
|
|
snprintf(replaytext, 40, "%s/%s: Save Replay", item1, item2);
|
|
}
|
|
else
|
|
snprintf(replaytext, 40, "%s: Save Replay", item1 != NULL ? item1 : item2 != NULL ? item2 : "Look Backwards");
|
|
|
|
|
|
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|gtc|flags, replaytext);
|
|
break;
|
|
}
|
|
|
|
case DSM_WILLAUTOSAVE:
|
|
{
|
|
char replaytext[100] = {0};
|
|
INT32 flags = 0;
|
|
const char *item1 = gamecontrol[0][gc_lookback][0] != 0 ? G_KeynumToString(gamecontrol[0][gc_lookback][0]) : NULL;
|
|
const char *item2 = gamecontrol[0][gc_lookback][1] != 0 ? G_KeynumToString(gamecontrol[0][gc_lookback][1]) : NULL;
|
|
|
|
if (item1 != NULL && item2 != NULL)
|
|
{
|
|
flags |= V_6WIDTHSPACE;
|
|
snprintf(replaytext, 100, "Replay will be saved. (%s/%s: Change title)", item1, item2);
|
|
}
|
|
else
|
|
snprintf(replaytext, 100, "Replay will be saved. (%s: Change title)", item1 != NULL ? item1 : item2 != NULL ? item2 : "Look Backwards");
|
|
|
|
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|gtc|flags, replaytext);
|
|
break;
|
|
}
|
|
|
|
case DSM_WILLSAVE:
|
|
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|gtc, "Replay will be saved.");
|
|
break;
|
|
|
|
case DSM_TITLEENTRY:
|
|
ST_DrawDemoTitleEntry();
|
|
break;
|
|
|
|
default: // Don't render anything
|
|
break;
|
|
}
|
|
}
|
|
|
|
ST_drawDebugInfo();
|
|
}
|