mirror of https://github.com/FWGS/hlsdk-xash3d
525 lines
12 KiB
C++
525 lines
12 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// Message.cpp
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//
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// implementation of CHudMessage class
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//
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#include "hud.h"
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#include "cl_util.h"
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#include <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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DECLARE_MESSAGE( m_Message, HudText )
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DECLARE_MESSAGE( m_Message, GameTitle )
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// 1 Global client_textmessage_t for custom messages that aren't in the titles.txt
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client_textmessage_t g_pCustomMessage;
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const char *g_pCustomName = "Custom";
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char g_pCustomText[1024];
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int CHudMessage::Init( void )
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{
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HOOK_MESSAGE( HudText );
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HOOK_MESSAGE( GameTitle );
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gHUD.AddHudElem( this );
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Reset();
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return 1;
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}
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int CHudMessage::VidInit( void )
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{
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m_HUD_title_half = gHUD.GetSpriteIndex( "title_half" );
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m_HUD_title_life = gHUD.GetSpriteIndex( "title_life" );
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return 1;
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}
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void CHudMessage::Reset( void )
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{
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memset( m_pMessages, 0, sizeof(m_pMessages[0]) * maxHUDMessages );
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memset( m_startTime, 0, sizeof(m_startTime[0]) * maxHUDMessages );
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m_gameTitleTime = 0;
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m_pGameTitle = NULL;
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}
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float CHudMessage::FadeBlend( float fadein, float fadeout, float hold, float localTime )
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{
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float fadeTime = fadein + hold;
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float fadeBlend;
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if( localTime < 0.0f )
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return 0;
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if( localTime < fadein )
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{
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fadeBlend = 1.0f - ( ( fadein - localTime ) / fadein );
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}
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else if( localTime > fadeTime )
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{
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if( fadeout > 0.0f )
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fadeBlend = 1.0f - ( ( localTime - fadeTime ) / fadeout );
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else
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fadeBlend = 0.0f;
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}
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else
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fadeBlend = 1.0f;
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return fadeBlend;
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}
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int CHudMessage::XPosition( float x, int width, int totalWidth )
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{
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int xPos;
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if( x == -1.0f )
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{
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xPos = ( ScreenWidth - width ) / 2;
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}
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else
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{
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if( x < 0.0f )
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xPos = ( 1.0f + x ) * ScreenWidth - totalWidth; // Alight right
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else
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xPos = x * ScreenWidth;
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}
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if( xPos + width > ScreenWidth )
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xPos = ScreenWidth - width;
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else if( xPos < 0 )
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xPos = 0;
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return xPos;
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}
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int CHudMessage::YPosition( float y, int height )
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{
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int yPos;
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if( y == -1 ) // Centered?
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yPos = ( ScreenHeight - height ) * 0.5f;
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else
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{
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// Alight bottom?
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if ( y < 0 )
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yPos = ( 1.0f + y ) * ScreenHeight - height; // Alight bottom
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else // align top
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yPos = y * ScreenHeight;
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}
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if ( yPos + height > ScreenHeight )
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yPos = ScreenHeight - height;
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else if ( yPos < 0 )
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yPos = 0;
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return yPos;
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}
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void CHudMessage::MessageScanNextChar( void )
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{
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int srcRed, srcGreen, srcBlue, destRed = 0, destGreen = 0, destBlue = 0;
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int blend;
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srcRed = m_parms.pMessage->r1;
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srcGreen = m_parms.pMessage->g1;
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srcBlue = m_parms.pMessage->b1;
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blend = 0; // Pure source
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switch( m_parms.pMessage->effect )
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{
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// Fade-in / Fade-out
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case 0:
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case 1:
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destRed = destGreen = destBlue = 0;
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blend = m_parms.fadeBlend;
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break;
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case 2:
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m_parms.charTime += m_parms.pMessage->fadein;
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if( m_parms.charTime > m_parms.time )
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{
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srcRed = srcGreen = srcBlue = 0;
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blend = 0; // pure source
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}
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else
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{
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float deltaTime = m_parms.time - m_parms.charTime;
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destRed = destGreen = destBlue = 0;
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if( m_parms.time > m_parms.fadeTime )
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{
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blend = m_parms.fadeBlend;
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}
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else if( deltaTime > m_parms.pMessage->fxtime )
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{
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blend = 0; // pure dest
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}
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else
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{
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destRed = m_parms.pMessage->r2;
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destGreen = m_parms.pMessage->g2;
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destBlue = m_parms.pMessage->b2;
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blend = 255 - ( deltaTime * ( 1.0f / m_parms.pMessage->fxtime) * 255.0f + 0.5f );
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}
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}
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break;
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}
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if( blend > 255 )
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blend = 255;
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else if( blend < 0 )
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blend = 0;
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m_parms.r = ( ( srcRed * ( 255 - blend ) ) + ( destRed * blend ) ) >> 8;
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m_parms.g = ( ( srcGreen * (255 - blend ) ) + ( destGreen * blend ) ) >> 8;
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m_parms.b = ( ( srcBlue * ( 255 - blend ) ) + ( destBlue * blend ) ) >> 8;
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if( m_parms.pMessage->effect == 1 && m_parms.charTime != 0 )
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{
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if( m_parms.x >= 0 && m_parms.y >= 0 && ( m_parms.x + gHUD.m_scrinfo.charWidths[m_parms.text] ) <= ScreenWidth )
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TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.pMessage->r2, m_parms.pMessage->g2, m_parms.pMessage->b2 );
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}
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}
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void CHudMessage::MessageScanStart( void )
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{
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switch( m_parms.pMessage->effect )
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{
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// Fade-in / out with flicker
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case 1:
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case 0:
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m_parms.fadeTime = m_parms.pMessage->fadein + m_parms.pMessage->holdtime;
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if( m_parms.time < m_parms.pMessage->fadein )
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{
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m_parms.fadeBlend = ( ( m_parms.pMessage->fadein - m_parms.time ) * ( 1.0f / m_parms.pMessage->fadein ) * 255 );
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}
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else if( m_parms.time > m_parms.fadeTime )
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{
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if( m_parms.pMessage->fadeout > 0 )
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m_parms.fadeBlend = ( ( ( m_parms.time - m_parms.fadeTime ) / m_parms.pMessage->fadeout) * 255);
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else
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m_parms.fadeBlend = 255; // Pure dest (off)
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}
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else
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m_parms.fadeBlend = 0; // Pure source (on)
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m_parms.charTime = 0;
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if( m_parms.pMessage->effect == 1 && ( rand() % 100 ) < 10 )
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m_parms.charTime = 1;
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break;
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case 2:
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m_parms.fadeTime = (m_parms.pMessage->fadein * m_parms.length) + m_parms.pMessage->holdtime;
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if ( m_parms.time > m_parms.fadeTime && m_parms.pMessage->fadeout > 0 )
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m_parms.fadeBlend = ( ( ( m_parms.time - m_parms.fadeTime ) / m_parms.pMessage->fadeout ) * 255 );
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else
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m_parms.fadeBlend = 0;
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break;
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}
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}
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void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time )
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{
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int i, j, length, width;
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const char *pText;
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const char *pLineStart;
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pText = pMessage->pMessage;
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// Count lines
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m_parms.lines = 1;
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m_parms.time = time;
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m_parms.pMessage = pMessage;
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length = 0;
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width = 0;
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m_parms.totalWidth = 0;
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while( *pText )
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{
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if( *pText == '\n' )
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{
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m_parms.lines++;
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if( width > m_parms.totalWidth )
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m_parms.totalWidth = width;
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width = 0;
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}
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else
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width += gHUD.m_scrinfo.charWidths[(unsigned char)*pText];
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pText++;
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length++;
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}
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m_parms.length = length;
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m_parms.totalHeight = ( m_parms.lines * gHUD.m_scrinfo.iCharHeight );
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m_parms.y = YPosition( pMessage->y, m_parms.totalHeight );
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pText = pMessage->pMessage;
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m_parms.charTime = 0;
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MessageScanStart();
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for( i = 0; i < m_parms.lines; i++ )
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{
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m_parms.lineLength = 0;
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m_parms.width = 0;
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pLineStart = pText;
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while( *pText && *pText != '\n' )
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{
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unsigned char c = *pText;
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m_parms.width += gHUD.m_scrinfo.charWidths[c];
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m_parms.lineLength++;
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pText++;
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}
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pText++; // Skip LF
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m_parms.x = XPosition( pMessage->x, m_parms.width, m_parms.totalWidth );
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for( j = 0; j < m_parms.lineLength; j++ )
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{
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m_parms.text = (unsigned char)pLineStart[j];
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int next = m_parms.x + gHUD.m_scrinfo.charWidths[m_parms.text];
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MessageScanNextChar();
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if( m_parms.x >= 0 && m_parms.y >= 0 && next <= ScreenWidth )
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TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.r, m_parms.g, m_parms.b );
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m_parms.x = next;
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}
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m_parms.y += gHUD.m_scrinfo.iCharHeight;
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}
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}
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int CHudMessage::Draw( float fTime )
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{
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int i, drawn;
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client_textmessage_t *pMessage;
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float endTime = 0.0f;
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drawn = 0;
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if( m_gameTitleTime > 0 )
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{
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float localTime = gHUD.m_flTime - m_gameTitleTime;
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float brightness;
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// Maybe timer isn't set yet
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if( m_gameTitleTime > gHUD.m_flTime )
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m_gameTitleTime = gHUD.m_flTime;
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if( localTime > ( m_pGameTitle->fadein + m_pGameTitle->holdtime + m_pGameTitle->fadeout ) )
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m_gameTitleTime = 0;
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else
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{
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brightness = FadeBlend( m_pGameTitle->fadein, m_pGameTitle->fadeout, m_pGameTitle->holdtime, localTime );
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int halfWidth = gHUD.GetSpriteRect( m_HUD_title_half ).right - gHUD.GetSpriteRect( m_HUD_title_half ).left;
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int fullWidth = halfWidth + gHUD.GetSpriteRect( m_HUD_title_life ).right - gHUD.GetSpriteRect( m_HUD_title_life ).left;
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int fullHeight = gHUD.GetSpriteRect( m_HUD_title_half ).bottom - gHUD.GetSpriteRect( m_HUD_title_half ).top;
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int x = XPosition( m_pGameTitle->x, fullWidth, fullWidth );
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int y = YPosition( m_pGameTitle->y, fullHeight );
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SPR_Set( gHUD.GetSprite( m_HUD_title_half ), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 );
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SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_title_half ) );
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SPR_Set( gHUD.GetSprite( m_HUD_title_life ), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 );
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SPR_DrawAdditive( 0, x + halfWidth, y, &gHUD.GetSpriteRect( m_HUD_title_life ) );
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drawn = 1;
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}
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}
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// Fixup level transitions
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for( i = 0; i < maxHUDMessages; i++ )
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{
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// Assume m_parms.time contains last time
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if( m_pMessages[i] )
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{
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// pMessage = m_pMessages[i];
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if( m_startTime[i] > gHUD.m_flTime )
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m_startTime[i] = gHUD.m_flTime + m_parms.time - m_startTime[i] + 0.2f; // Server takes 0.2 seconds to spawn, adjust for this
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}
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}
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for( i = 0; i < maxHUDMessages; i++ )
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{
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if( m_pMessages[i] )
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{
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pMessage = m_pMessages[i];
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// This is when the message is over
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switch( pMessage->effect )
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{
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case 0:
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case 1:
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endTime = m_startTime[i] + pMessage->fadein + pMessage->fadeout + pMessage->holdtime;
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break;
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// Fade in is per character in scanning messages
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case 2:
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endTime = m_startTime[i] + ( pMessage->fadein * strlen( pMessage->pMessage ) ) + pMessage->fadeout + pMessage->holdtime;
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break;
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}
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if( fTime <= endTime )
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{
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float messageTime = fTime - m_startTime[i];
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// Draw the message
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// effect 0 is fade in/fade out
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// effect 1 is flickery credits
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// effect 2 is write out (training room)
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MessageDrawScan( pMessage, messageTime );
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drawn++;
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}
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else
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{
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// The message is over
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m_pMessages[i] = NULL;
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}
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}
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}
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// Remember the time -- to fix up level transitions
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m_parms.time = gHUD.m_flTime;
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// Don't call until we get another message
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if( !drawn )
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m_iFlags &= ~HUD_ACTIVE;
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return 1;
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}
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void CHudMessage::MessageAdd( const char *pName, float time )
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{
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int i, j;
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client_textmessage_t *tempMessage;
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for( i = 0; i < maxHUDMessages; i++ )
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{
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if( !m_pMessages[i] )
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{
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// Trim off a leading # if it's there
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if( pName[0] == '#' )
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tempMessage = TextMessageGet( pName + 1 );
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else
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tempMessage = TextMessageGet( pName );
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// If we couldnt find it in the titles.txt, just create it
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if( !tempMessage )
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{
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g_pCustomMessage.effect = 2;
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g_pCustomMessage.r1 = g_pCustomMessage.g1 = g_pCustomMessage.b1 = g_pCustomMessage.a1 = 100;
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g_pCustomMessage.r2 = 240;
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g_pCustomMessage.g2 = 110;
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g_pCustomMessage.b2 = 0;
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g_pCustomMessage.a2 = 0;
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g_pCustomMessage.x = -1.0f; // Centered
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g_pCustomMessage.y = 0.7f;
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g_pCustomMessage.fadein = 0.01f;
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g_pCustomMessage.fadeout = 1.5f;
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g_pCustomMessage.fxtime = 0.25f;
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g_pCustomMessage.holdtime = 5;
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g_pCustomMessage.pName = g_pCustomName;
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strcpy( g_pCustomText, pName );
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g_pCustomMessage.pMessage = g_pCustomText;
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tempMessage = &g_pCustomMessage;
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}
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for( j = 0; j < maxHUDMessages; j++ )
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{
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if( m_pMessages[j] )
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{
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// is this message already in the list
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if( !strcmp( tempMessage->pMessage, m_pMessages[j]->pMessage ) )
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{
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return;
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}
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// get rid of any other messages in same location (only one displays at a time)
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if( fabs( tempMessage->y - m_pMessages[j]->y ) < 0.0001f )
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{
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if( fabs( tempMessage->x - m_pMessages[j]->x ) < 0.0001f )
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{
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m_pMessages[j] = NULL;
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}
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}
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}
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}
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m_pMessages[i] = tempMessage;
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m_startTime[i] = time;
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return;
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}
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}
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}
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int CHudMessage::MsgFunc_HudText( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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char *pString = READ_STRING();
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MessageAdd( pString, gHUD.m_flTime );
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// Remember the time -- to fix up level transitions
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m_parms.time = gHUD.m_flTime;
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// Turn on drawing
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if( !( m_iFlags & HUD_ACTIVE ) )
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m_iFlags |= HUD_ACTIVE;
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return 1;
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}
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int CHudMessage::MsgFunc_GameTitle( const char *pszName, int iSize, void *pbuf )
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{
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m_pGameTitle = TextMessageGet( "GAMETITLE" );
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if( m_pGameTitle != NULL )
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{
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m_gameTitleTime = gHUD.m_flTime;
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// Turn on drawing
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if( !( m_iFlags & HUD_ACTIVE ) )
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m_iFlags |= HUD_ACTIVE;
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}
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return 1;
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}
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void CHudMessage::MessageAdd( client_textmessage_t * newMessage )
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{
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m_parms.time = gHUD.m_flTime;
|
|
|
|
// Turn on drawing
|
|
if( !( m_iFlags & HUD_ACTIVE ) )
|
|
m_iFlags |= HUD_ACTIVE;
|
|
|
|
for( int i = 0; i < maxHUDMessages; i++ )
|
|
{
|
|
if( !m_pMessages[i] )
|
|
{
|
|
m_pMessages[i] = newMessage;
|
|
m_startTime[i] = gHUD.m_flTime;
|
|
return;
|
|
}
|
|
}
|
|
}
|