multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode. Remove GS_RENDERFX option. Too many entities rely on its functionality anyway. Fixed some rendermode behaviour - ladders will no longer be visible. You can now see the playermodel (and no longer the viewmodel) in mirrors. Fixed a lot of warnings.
204 lines
5.8 KiB
C++
204 lines
5.8 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* for effect 2 */
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int
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GameText_CharCount(float fadein, float timer, string msg)
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{
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float len = (timer / fadein);
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if (!fadein || len > strlen(msg))
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return strlen(msg);
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else
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return len;
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}
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/* the engine its drawstring doesn't like newlines that much */
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void
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GameText_DrawString(vector pos, string msg, vector col, float alpha)
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{
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vector rpos;
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int c = tokenizebyseparator(msg, "\n");
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for (int i = 0; i < c; i++) {
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float strwidth = Font_StringWidth(argv(i), TRUE, FONT_20);
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if (pos[0] == -1) {
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rpos[0] = g_hudmins[0] + (g_hudres[0] / 2) - (strwidth/2);
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} else {
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rpos[0] = g_hudmins[0] + g_hudres[0] * pos[0];
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if (pos[0] >= 0.5) {
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rpos[0] -= strwidth;
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}
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}
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if (pos[1] == -1) {
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rpos[1] = g_hudmins[1] + (g_hudres[1] / 2) - 6;
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} else {
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rpos[1] = g_hudmins[1] + ((g_hudres[1] - 12) * pos[1]);
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}
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rpos[1] += Font_GetHeight(FONT_20) * i;
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rpos[1] -= (Font_GetHeight(FONT_20) * c) / 2;
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Font_DrawText_RGBA(rpos, argv(i), col, alpha, FONT_20);
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}
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}
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void
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GameText_DrawMessage(int i, float timer, int highlight)
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{
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float a = 0.0f;
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vector rpos;
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float mtime;
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float btime;
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string finalstr;
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if (g_textchannels[i].m_iEffect == 2) {
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/* scan out */
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finalstr = substring(g_textchannels[i].m_strMessage, 0,
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GameText_CharCount(g_textchannels[i].m_flFadeIn, timer,
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g_textchannels[i].m_strMessage));
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} else {
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finalstr = g_textchannels[i].m_strMessage;
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}
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timer = max(0, timer);
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if (highlight) {
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btime = g_textchannels[i].m_flFadeIn * \
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strlen(g_textchannels[i].m_strMessage);
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mtime = btime + g_textchannels[i].m_flFadeOut;
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} else {
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mtime = g_textchannels[i].m_flFadeIn + \
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g_textchannels[i].m_flHoldTime + \
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g_textchannels[i].m_flFadeOut;
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btime = g_textchannels[i].m_flFadeIn + \
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g_textchannels[i].m_flHoldTime;
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}
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if (timer > mtime)
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return;
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if (timer < g_textchannels[i].m_flFadeIn) {
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a = (timer / g_textchannels[i].m_flFadeIn);
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} else if (timer < btime) {
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a = 1.0f;
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} else if (timer < mtime) {
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if (g_textchannels[i].m_flFadeOut) {
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a = 1 - (timer - btime) / g_textchannels[i].m_flFadeOut;
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}
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}
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rpos[0] = g_textchannels[i].m_flPosX;
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rpos[1] = g_textchannels[i].m_flPosY;
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if (highlight) {
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GameText_DrawString(rpos, finalstr, g_textchannels[i].m_vecColor2, a);
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} else {
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GameText_DrawString(rpos, finalstr, g_textchannels[i].m_vecColor1, a);
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}
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}
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void
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GameText_Draw(void)
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{
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for (int i = 0i; i < 6; i++) {
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GameText_DrawMessage(i, g_textchannels[i].m_flTime - g_textchannels[i].m_flFXTime, 0);
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GameText_DrawMessage(i, g_textchannels[i].m_flTime, 1);
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g_textchannels[i].m_flTime += clframetime;
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}
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}
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void
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GameText_Parse(void)
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{
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int chan = readbyte();
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/* last channel is reserved for text menus */
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if (!(chan >= 0 && chan <= 4)) {
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return;
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}
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g_textchannels[chan].m_strMessage = Titles_ParseFunString(readstring());
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g_textchannels[chan].m_flPosX = readfloat();
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g_textchannels[chan].m_flPosY = readfloat();
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g_textchannels[chan].m_iEffect = readbyte();
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g_textchannels[chan].m_vecColor1[0] = readbyte() / 255;
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g_textchannels[chan].m_vecColor1[1] = readbyte() / 255;
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g_textchannels[chan].m_vecColor1[2] = readbyte() / 255;
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g_textchannels[chan].m_vecColor2[0] = readbyte() / 255;
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g_textchannels[chan].m_vecColor2[1] = readbyte() / 255;
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g_textchannels[chan].m_vecColor2[2] = readbyte() / 255;
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g_textchannels[chan].m_flFadeIn = readfloat();
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g_textchannels[chan].m_flFadeOut = readfloat();
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g_textchannels[chan].m_flHoldTime = readfloat();
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g_textchannels[chan].m_flFXTime = readfloat();
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g_textchannels[chan].m_flTime = 0.0f;
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}
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void
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GameMessage_Setup(string message, int channel)
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{
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int findid = -1;
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for (int i = 0; i < g_titles_count; i++) {
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if (g_titles[i].m_strName == message) {
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findid = i;
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}
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}
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if (findid < 0) {
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g_textchannels[channel].m_strMessage = Titles_ParseFunString(message);
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g_textchannels[channel].m_flTime = 0.0f;
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g_textchannels[channel].m_flPosX = -1;
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g_textchannels[channel].m_flPosY = 0.75f;
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g_textchannels[channel].m_flFadeIn = 0.5f;
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g_textchannels[channel].m_flFadeOut = 0.5f;
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g_textchannels[channel].m_flHoldTime = 2.0f;
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g_textchannels[channel].m_vecColor1 = [1,1,1];
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g_textchannels[channel].m_vecColor2 = [1,1,1];
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} else {
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g_textchannels[channel].m_strMessage = g_titles[findid].m_strMessage;
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g_textchannels[channel].m_flTime = 0.0f;
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g_textchannels[channel].m_flPosX = g_titles[findid].m_flPosX;
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g_textchannels[channel].m_flPosY = g_titles[findid].m_flPosY;
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g_textchannels[channel].m_flFadeIn = g_titles[findid].m_flFadeIn;
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g_textchannels[channel].m_flFadeOut = g_titles[findid].m_flFadeOut;
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g_textchannels[channel].m_flHoldTime = g_titles[findid].m_flHoldTime;
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g_textchannels[channel].m_vecColor1 = g_titles[findid].m_vecColor1;
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g_textchannels[channel].m_vecColor2 = g_titles[findid].m_vecColor2;
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g_textchannels[channel].m_iEffect = g_titles[findid].m_iEffect;
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}
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}
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void
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GameMessage_Parse(void)
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{
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string strSound;
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float flVolume;
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int iAttenuation;
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string findme;
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findme = strtoupper(readstring());
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GameMessage_Setup(findme, 0);
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strSound = readstring();
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flVolume = readfloat();
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iAttenuation = readbyte();
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sound(self, CHAN_ITEM, strSound, flVolume, iAttenuation);
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}
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