//------------------------------------------------------------------------- /* 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