raze/source/sw/src/text.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#undef MAIN
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "lists.h"
#include "game.h"
#include "common_game.h"
#include "pal.h"
#include "text.h"
#include "menus.h"
#include "network.h"
BEGIN_SW_NS
#define PANEL_FONT_G 3636
#define PANEL_FONT_Y 3646
#define PANEL_FONT_R 3656
#define PANEL_SM_FONT_G 3601
#define PANEL_SM_FONT_Y 3613
#define PANEL_SM_FONT_R 3625
void DisplaySummaryString(PLAYERp pp, short xs, short ys, short color, short shade, const char *buffer)
{
short size,x;
const char *ptr;
char ch;
PANEL_SPRITEp nsp;
short font_pic;
static short font_base[] = {PANEL_SM_FONT_G, PANEL_SM_FONT_Y, PANEL_SM_FONT_R};
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
{
ch = *ptr;
if (ch == ' ')
{
size = 4;
continue;
}
switch (ch)
{
case '\\':
ch = '0' - 1; // one pic before 0
break;
case ':':
ch = '9' + 1; // one pic after nine
break;
}
ASSERT(color < 3);
font_pic = font_base[color] + (ch - '0');
nsp = pSpawnFullScreenSprite(pp, font_pic, PRI_FRONT_MAX, x, ys);
nsp->shade = shade;
size = tilesiz[font_pic].x + 1;
}
}
PANEL_SPRITEp pClearTextLineID(PLAYERp pp, short id, int y, short pri)
{
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
// early out
if (psp->priority > pri)
return NULL;
if (psp->ID == id && psp->y == y && psp->priority == pri)
{
SetRedrawScreen(psp->PlayerP);
//SET(psp->flags, PANF_INVISIBLE);
pSetSuicide(psp);
}
}
return NULL;
}
// only call this from menu code - it does a pKillSprite
PANEL_SPRITEp pMenuClearTextLineID(PLAYERp pp, short id, int y, short pri)
{
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
// early out
if (psp->priority > pri)
return NULL;
if (psp->ID == id && psp->y == y && psp->priority == pri)
{
SetRedrawScreen(psp->PlayerP);
pKillSprite(psp);
//pSetSuicide(psp);
}
}
return NULL;
}
void pClearTextLine(PLAYERp pp, int y)
{
SetRedrawScreen(pp);
pClearTextLineID(pp, ID_TEXT, y, PRI_FRONT_MAX);
}
void StringTimer(PANEL_SPRITEp psp)
{
if ((psp->kill_tics -= synctics) <= 0)
{
SetRedrawScreen(psp->PlayerP);
//pSetSuicide(psp); // did not work here
pKillSprite(psp);
return;
}
}
void PutStringTimer(PLAYERp pp, short x, short y, const char *string, short seconds)
{
int ndx, offset;
char c;
PANEL_SPRITEp nsp;
long kill_tics;
short id, ac;
PANEL_SPRITE_FUNCp func;
offset = x;
if (seconds == 999)
{
pClearTextLineID(pp, ID_TEXT, y, PRI_FRONT_MAX);
func = NULL;
kill_tics = 0;
id = ID_TEXT;
}
else
{
pClearTextLineID(pp, ID_TEXT, y, PRI_FRONT_MAX);
func = StringTimer;
kill_tics = seconds * 120;
id = ID_TEXT;
}
for (ndx = 0; (c = string[ndx]) != 0; ndx++)
{
ac = c - '!' + STARTALPHANUM;
if ((ac < STARTALPHANUM || ac > ENDALPHANUM) && c != asc_Space)
break;
if (c > asc_Space && c < 127)
{
nsp = pSpawnFullViewSprite(pp, ac, PRI_FRONT_MAX, offset, y);
nsp->PanelSpriteFunc = func;
nsp->kill_tics = kill_tics;
nsp->ID = id;
offset += tilesiz[ac].x;
}
else if (c == asc_Space)
offset += 4; // Special case for space char
}
}
void KillString(PLAYERp pp, short y)
{
pClearTextLineID(pp, ID_TEXT, y, PRI_FRONT_MAX);
}
PANEL_SPRITEp pClearSpriteXY(PLAYERp pp, short x, short y)
{
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
if (psp->x == x && psp->y == y)
pSetSuicide(psp);
}
return NULL;
}
PANEL_SPRITEp pClearSpriteID(PLAYERp pp, short id)
{
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
if (psp->ID == id)
pSetSuicide(psp);
}
return NULL;
}
void DisplayPanelNumber(PLAYERp pp, short xs, short ys, int number)
{
char buffer[32];
char *ptr;
short x, size;
sprintf(buffer, "%03d", number);
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
{
if (!isdigit(*ptr))
{
size = 0;
continue;
}
pSpawnFullScreenSprite(pp, PANEL_FONT_G + (*ptr - '0'), PRI_FRONT_MAX, x, ys);
size = tilesiz[PANEL_FONT_G + (*ptr - '0')].x + 1;
}
}
void
DisplayMiniBarNumber(short xs, short ys, int number)
{
char buffer[32];
char *ptr;
short x, size;
short pic;
sprintf(buffer, "%03d", number);
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
{
if (!isdigit(*ptr))
{
size = 0;
continue;
}
pic = PANEL_FONT_G + (*ptr - '0');
rotatesprite((long)x << 16, (long)ys << 16, (1 << 16), 0,
pic, 0, 0,
ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER | RS_ALIGN_L,
0, 0, xdim - 1, ydim - 1);
size = tilesiz[PANEL_FONT_G + (*ptr - '0')].x + 1;
}
}
void
DisplayMiniBarSmString(PLAYERp UNUSED(pp), short xs, short ys, short pal, const char *buffer)
{
short size=4,x;
const char *ptr;
short pic;
#define FRAG_FIRST_ASCII ('!') //exclamation point
#define FRAG_FIRST_TILE 2930 //exclamation point
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
{
if (*ptr == ' ')
continue;
ASSERT(*ptr >= '!' && *ptr <= '}');
pic = FRAG_FIRST_TILE + (*ptr - FRAG_FIRST_ASCII);
rotatesprite((int)x << 16, (int)ys << 16, (1 << 16), 0, pic, 0, pal,
ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER | RS_ALIGN_L,
0, 0, xdim - 1, ydim - 1);
}
}
void DisplaySmString(PLAYERp pp, short xs, short ys, short pal, const char *buffer)
{
short size=4,x;
const char *ptr;
PANEL_SPRITEp nsp;
// ID is base + (0-3)
//short id = ID_TEXT + MOD4(pp->pnum);
#define FRAG_FIRST_ASCII ('!') //exclamation point
#define FRAG_FIRST_TILE 2930 //exclamation point
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
{
if (*ptr == ' ')
continue;
ASSERT(*ptr >= '!' && *ptr <= '}');
nsp = pSpawnFullScreenSprite(pp, FRAG_FIRST_TILE + (*ptr - FRAG_FIRST_ASCII), PRI_FRONT_MAX, x, ys);
nsp->pal = pal;
//nsp->ID = id;
}
}
void DisplayFragString(PLAYERp pp, short xs, short ys, const char *buffer)
{
short size=4,x;
const char *ptr;
PANEL_SPRITEp nsp;
// ID is base + (0-3)
short id = ID_TEXT + MOD4(pp->pnum);
PLAYERp my_pp = Player + myconnectindex;
#define FRAG_FIRST_ASCII ('!') //exclamation point
#define FRAG_FIRST_TILE 2930 //exclamation point
//pClearTextLineID(my_pp, id, ys, PRI_FRONT_MAX);
for (ptr = buffer, x = xs; *ptr; ptr++, x += size)
{
if (*ptr == ' ')
continue;
ASSERT(*ptr >= '!' && *ptr <= '}');
nsp = pSpawnFullScreenSprite(my_pp, FRAG_FIRST_TILE + (*ptr - FRAG_FIRST_ASCII), PRI_FRONT_MAX, x, ys);
nsp->ID = id;
//nsp->pal = PALETTE_PLAYER0 + pp->TeamColor;
//if (pp->SpriteP)
nsp->pal = User[pp->SpriteP - sprite]->spal;
}
}
void DisplayFragNumbers(PLAYERp pp)
{
char buffer[32];
short xs, ys;
short frag_bar;
short pnum = pp - Player;
static int xoffs[] =
{
69, 147, 225, 303
};
PLAYERp my_pp = Player + myconnectindex;
// black tile to erase frag count
#define FRAG_ERASE_NAME 2375
#define FRAG_ERASE_NUMBER 2376
#define FRAG_YOFF 2
//xs = FRAG_XOFF;
ys = FRAG_YOFF;
// frag bar 0 or 1
frag_bar = ((pnum)/4);
// move y down according to frag bar number
ys = ys + (tilesiz[FRAG_BAR].y-2) * frag_bar;
// move x over according to the number of players
xs = xoffs[MOD4(pnum)];
sprintf(buffer, "%03d", pp->Kills);
// erase old kill count
pSpawnFullScreenSprite(my_pp, FRAG_ERASE_NUMBER, PRI_MID+1, xs-1, ys);
DisplayFragString(pp, xs, ys, buffer);
}
void DisplayFragNames(PLAYERp pp)
{
short xs, ys;
short frag_bar;
short pnum = pp - Player;
static int xoffs[] =
{
7, 85, 163, 241
};
PLAYERp my_pp = Player + myconnectindex;
//xs = FRAG_XOFF;
ys = FRAG_YOFF;
// frag bar 0 or 1
frag_bar = ((pnum)/4);
// move y down according to frag bar number
ys = ys + (tilesiz[FRAG_BAR].y-2) * frag_bar;
// move x over according to the number of players
xs = xoffs[MOD4(pnum)];
// erase old kill count
pSpawnFullScreenSprite(my_pp, FRAG_ERASE_NAME, PRI_MID+1, xs-1, ys);
DisplayFragString(pp, xs, ys, pp->PlayerName);
}
short GlobInfoStringTime = TEXT_INFO_TIME;
void PutStringInfo(PLAYERp pp, const char *string)
{
if (pp-Player != myconnectindex)
return;
if (!hud_messages)
return;
Printf(PRINT_MEDIUM|PRINT_NOTIFY, "%s\n", string); // Put it in the console too
if (hud_messages == 1) PutStringInfoLine(pp, string);
}
void GameInterface::DoPrintMessage(int prio, const char* string)
{
if (!hud_messages)
return;
Printf(prio | PRINT_NOTIFY, "%s", string); // Put it in the console too
if (hud_messages == 1) PutStringInfoLine(&Player[myconnectindex], string);
}
void PutStringInfoLine(PLAYERp pp, const char *string)
{
short x,y;
short w,h;
if (pp-Player != myconnectindex)
return;
MNU_MeasureString(string, &w, &h);
x = TEXT_XCENTER(w);
y = TEXT_INFO_LINE(0);
// Move lower on this level because of boss meters
//if ((Level == 20 && numplayers > 1) || numplayers > 4)
// y += 20;
//if (numplayers > 1 && numplayers <= 4)
// y+= 10;
PutStringTimer(pp, x, y, string, GlobInfoStringTime);
// when printing info line clear the second line
//PutStringInfoLine2(pp, "");
}
void pMenuClearTextLine(PLAYERp pp)
{
pMenuClearTextLineID(pp, ID_TEXT, TEXT_INFO_LINE(0), PRI_FRONT_MAX);
pMenuClearTextLineID(pp, ID_TEXT, TEXT_INFO_LINE(1), PRI_FRONT_MAX);
}
#define TEXT_PLAYER_INFO_TIME (3)
#define TEXT_PLAYER_INFO_Y (200 - 40)
#include "saveable.h"
static saveable_code saveable_text_code[] =
{
SAVE_CODE(StringTimer),
};
saveable_module saveable_text =
{
// code
saveable_text_code,
SIZ(saveable_text_code),
// data
NULL,0
};
END_SW_NS