Per-viewport HUD messages

This commit is contained in:
AJ Martinez 2024-01-14 17:13:03 -07:00
parent 25149db4eb
commit e9ee268965
3 changed files with 135 additions and 64 deletions

View file

@ -5621,97 +5621,162 @@ typedef struct
sfxenum_t sound;
} message_t;
static std::deque<std::string> messages;
static tic_t messagetimer = 0;
static messagemode_t messagemode = MM_IN;
typedef struct
{
std::deque<std::string> messages;
tic_t timer = 0;
messagemode_t mode = MM_IN;
const tic_t speedyswitch = 2*TICRATE;
const tic_t lazyswitch = 4*TICRATE;
static tic_t speedyswitch = 2*TICRATE;
static tic_t lazyswitch = 4*TICRATE;
void add(std::string msg)
{
messages.push_back(msg);
}
void clear()
{
messages.clear();
}
void switch_mode(messagemode_t nextmode)
{
mode = nextmode;
timer = 0;
}
void tick()
{
if (messages.size() == 0)
return;
if (timer == 0 && mode == MM_IN)
S_StartSound(NULL, sfx_cdfm15);
timer++;
switch (mode)
{
case MM_IN:
if (timer > messages[0].length())
switch_mode(MM_HOLD);
break;
case MM_HOLD:
if (messages.size() > 1 && timer > speedyswitch) // Waiting message, switch to it right away!
next();
else if (timer > lazyswitch) // If there's no pending message, we can chill for a bit.
switch_mode(MM_OUT);
break;
case MM_OUT:
if (timer > messages[0].length())
next();
break;
}
}
void next()
{
switch_mode(MM_IN);
if (messages.size() > 0)
messages.pop_front();
}
} messagestate_t;
static std::vector<messagestate_t> messagestates{MAXSPLITSCREENPLAYERS};
void K_AddMessage(char *msg, boolean interrupt)
{
for (auto &state : messagestates)
{
if (interrupt)
messages.clear();
messages.push_back(msg);
state.clear();
state.add(msg);
}
}
// Return value can be used for "paired" splitscreen messages, true = was displayed
void K_AddMessageForPlayer(player_t *player, char *msg, boolean interrupt)
{
if (!P_IsDisplayPlayer(player))
if (!player)
return;
K_AddMessage(msg, interrupt);
}
static void K_SwitchMessageMode(messagemode_t mode)
{
messagemode = mode;
messagetimer = 0;
}
if (player && !P_IsDisplayPlayer(player))
return;
static void K_NextMessage()
{
K_SwitchMessageMode(MM_IN);
if (messages.size() > 0)
messages.pop_front();
messagestate_t *state = &messagestates[G_PartyPosition(player - players)];
if (interrupt)
state->clear();
state->add(msg);
}
void K_TickMessages()
{
if (messages.size() == 0)
return;
if (messagetimer == 0 && messagemode == MM_IN)
S_StartSound(NULL, sfx_cdfm15);
messagetimer++;
switch (messagemode)
for (auto &state : messagestates)
{
case MM_IN:
if (messagetimer > messages[0].length())
K_SwitchMessageMode(MM_HOLD);
break;
case MM_HOLD:
if (messages.size() > 1 && messagetimer > speedyswitch) // Waiting message, switch to it right away!
K_NextMessage();
else if (messagetimer > lazyswitch) // If there's no pending message, we can chill for a bit.
K_SwitchMessageMode(MM_OUT);
break;
case MM_OUT:
if (messagetimer > messages[0].length())
K_NextMessage();
break;
state.tick();
}
}
static void K_DrawMessageFeed(void)
{
if (messages.size() == 0)
return;
int i;
for (i = 0; i <= splitscreen; i++)
{
messagestate_t state = messagestates[i];
std::string msg = messages[0];
if (state.messages.size() == 0)
continue;
UINT8 sublen = messagetimer;
if (messagemode == MM_IN)
sublen = messagetimer;
else if (messagemode == MM_HOLD)
std::string msg = state.messages[0];
UINT8 sublen = state.timer;
if (state.mode == MM_IN)
sublen = state.timer;
else if (state.mode == MM_HOLD)
sublen = msg.length();
else if (messagemode == MM_OUT)
sublen = msg.length() - messagetimer;
else if (state.mode == MM_OUT)
sublen = msg.length() - state.timer;
std::string submsg = msg.substr(0, sublen);
using srb2::Draw;
Draw::TextElement text(submsg);
text.font(Draw::Font::kMenu);
UINT8 x = 160;
UINT8 y = 10;
SINT8 shift = 0;
if (splitscreen > 2)
{
text.font(Draw::Font::kThin);
shift = -2;
x = BASEVIDWIDTH/4;
y = 5;
if (i % 2)
x += BASEVIDWIDTH/2;
if (i >= 2)
y += BASEVIDHEIGHT / 2;
}
else if (splitscreen > 1)
{
y = 5;
if (i >= 1)
y += BASEVIDHEIGHT / 2;
}
UINT8 sw = text.width();
K_DrawSticker(x - sw/2, y, sw, 0, true);
Draw(x, y).align(Draw::Align::kCenter).text(text);
Draw(x, y+shift).align(Draw::Align::kCenter).text(text);
}
}
void K_drawKartHUD(void)

View file

@ -3836,8 +3836,8 @@ void K_DoGuardBreak(mobj_t *t1, mobj_t *t2) {
S_StartSound(t1, sfx_gbrk);
K_AddHitLag(t1, 24, true);
K_AddMessageForPlayer(t1->player, va("Barrier Break..."), false);
K_AddMessageForPlayer(t2->player, va("Smashed 'em!"), false);
K_AddMessageForPlayer(t1->player, va("Barrier Break..."), false);
angle_t thrangle = R_PointToAngle2(t1->x, t1->y, t2->x, t2->y);
P_Thrust(t1, thrangle, 7*mapobjectscale);

View file

@ -5,6 +5,7 @@
#include "k_kart.h"
#include "k_objects.h"
#include "k_powerup.h"
#include "k_hud.h" // K_AddMessage
tic_t K_PowerUpRemaining(const player_t* player, kartitems_t powerup)
{
@ -52,24 +53,29 @@ void K_GivePowerUp(player_t* player, kartitems_t powerup, tic_t time)
switch (powerup)
{
case POWERUP_SMONITOR:
K_AddMessageForPlayer(player, va("Got S MONITOR!"), true);
K_DoInvincibility(player, time);
player->powerup.superTimer += time;
break;
case POWERUP_BARRIER:
K_AddMessageForPlayer(player, va("Got MEGA BARRIER!"), true);
player->powerup.barrierTimer += time;
Obj_SpawnMegaBarrier(player);
break;
case POWERUP_BUMPER:
K_AddMessageForPlayer(player, va("Got BUMPER RESTOCK!"), true);
K_GiveBumpersToPlayer(player, nullptr, 5);
break;
case POWERUP_BADGE:
K_AddMessageForPlayer(player, va("Got RHYTHM BADGE!"), true);
player->powerup.rhythmBadgeTimer += time;
break;
case POWERUP_SUPERFLICKY:
K_AddMessageForPlayer(player, va("Got SUPER FLICKY!"), true);
if (K_PowerUpRemaining(player, POWERUP_SUPERFLICKY))
{
Obj_ExtendSuperFlickySwarm(player->powerup.flickyController, time);