// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file st_stuff.c /// \brief Status bar code /// Does the face/direction indicator animatin. /// Does palette indicators as well (red pain/berserk, bright pickup) #include "doomdef.h" #include "g_game.h" #include "r_local.h" #include "p_local.h" #include "f_finale.h" #include "st_stuff.h" #include "i_video.h" #include "v_video.h" #include "z_zone.h" #include "hu_stuff.h" #include "console.h" #include "s_sound.h" #include "i_system.h" #include "k_menu.h" #include "m_cheat.h" #include "m_misc.h" // moviemode #include "m_anigif.h" // cv_gif_downscale #include "p_setup.h" // NiGHTS grading #include "k_grandprix.h" // we need to know grandprix status for titlecards #include "k_boss.h" #include "r_fps.h" //random index #include "m_random.h" // item finder #include "m_cond.h" #ifdef HWRENDER #include "hardware/hw_main.h" #endif #include "lua_hudlib_drawlist.h" #include "lua_hud.h" #include "lua_hook.h" // SRB2Kart #include "k_hud.h" // SRB2kart #include "v_video.h" #include "r_skins.h" // NUMFACES #include "r_fps.h" UINT16 objectsdrawn = 0; // // STATUS BAR DATA // patch_t *faceprefix[MAXSKINS][NUMFACES]; // ------------------------------------------ // status bar overlay // ------------------------------------------ // Midnight Channel: static patch_t *hud_tv1; static patch_t *hud_tv2; #ifdef HAVE_DISCORDRPC // Discord Rich Presence static patch_t *envelope; #endif static huddrawlist_h luahuddrawlist_game; static huddrawlist_h luahuddrawlist_titlecard; // // STATUS BAR CODE // boolean ST_SameTeam(player_t *a, player_t *b) { // Spectator chat. if (a->spectator && b->spectator) { return true; } // Team chat. if (G_GametypeHasTeams() == true) { // You get team messages if you're on the same team. return (a->ctfteam == b->ctfteam); } else { // Not that everyone's not on the same team, but team messages go to normal chat if everyone's not in the same team. return true; } } static boolean st_stopped = true; void ST_Ticker(boolean run) { if (st_stopped) return; if (run) ST_runTitleCard(); } // 0 is default, any others are special palettes. INT32 st_palette = 0; UINT32 st_translucency = 10; void ST_doPaletteStuff(void) { INT32 palette; if (stplyr && stplyr->flashcount) palette = stplyr->flashpal; else palette = 0; #ifdef HWRENDER if (rendermode == render_opengl) palette = 0; // No flashpals here in OpenGL #endif if (palette != st_palette) { st_palette = palette; if (rendermode == render_soft) { //V_SetPaletteLump(GetPalette()); // Reset the palette -- is this needed? if (!r_splitscreen) V_SetPalette(palette); } } } void ST_UnloadGraphics(void) { Patch_FreeTag(PU_HUDGFX); } void ST_LoadGraphics(void) { // SRB2 border patch // st_borderpatchnum = W_GetNumForName("GFZFLR01"); // scr_borderpatch = W_CacheLumpNum(st_borderpatchnum, PU_HUDGFX); // the original Doom uses 'STF' as base name for all face graphics // Graue 04-08-2004: face/name graphics are now indexed by skins // but load them in R_AddSkins, that gets called // first anyway // cache the status bar overlay icons (fullscreen mode) K_LoadKartHUDGraphics(); // Midnight Channel: HU_UpdatePatch(&hud_tv1, "HUD_TV1"); HU_UpdatePatch(&hud_tv2, "HUD_TV2"); #ifdef HAVE_DISCORDRPC // Discord Rich Presence HU_UpdatePatch(&envelope, "K_REQUES"); #endif } // made separate so that skins code can reload custom face graphics void ST_LoadFaceGraphics(INT32 skinnum) { #define FACE_MAX (FACE_MINIMAP+1) spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA]; spriteframe_t *sprframe; UINT8 i = 0, maxer = min(sprdef->numframes, FACE_MAX); while (i < maxer) { sprframe = &sprdef->spriteframes[i]; faceprefix[skinnum][i] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX); i++; } if (i < FACE_MAX) { patch_t *missing = W_CachePatchName("MISSING", PU_HUDGFX); while (i < FACE_MAX) { faceprefix[skinnum][i] = missing; i++; } } #undef FACE_MAX } void ST_ReloadSkinFaceGraphics(void) { INT32 i; for (i = 0; i < numskins; i++) ST_LoadFaceGraphics(i); } static inline void ST_InitData(void) { // 'link' the statusbar display to a player, which could be // another player than consoleplayer, for example, when you // change the view in a multiplayer demo with F12. stplyr = &players[displayplayers[0]]; st_palette = -1; } static inline void ST_Stop(void) { if (st_stopped) return; #ifdef HWRENDER if (rendermode != render_opengl) #endif V_SetPalette(0); st_stopped = true; } void ST_Start(void) { if (!st_stopped) ST_Stop(); ST_InitData(); if (!dedicated) st_stopped = false; } // // Initializes the status bar, sets the defaults border patch for the window borders. // // used by OpenGL mode, holds lumpnum of flat used to fill space around the viewwindow lumpnum_t st_borderpatchnum; void ST_Init(void) { if (dedicated) return; ST_LoadGraphics(); luahuddrawlist_game = LUA_HUD_CreateDrawList(); luahuddrawlist_titlecard = LUA_HUD_CreateDrawList(); } // change the status bar too, when pressing F12 while viewing a demo. void ST_changeDemoView(void) { // the same routine is called at multiplayer deathmatch spawn // so it can be called multiple times ST_Start(); } // ========================================================================= // STATUS BAR OVERLAY // ========================================================================= boolean st_overlay; /* static INT32 SCZ(INT32 z) { return FixedInt(FixedMul(z<>= 1; if (stplyr != &players[displayplayers[0]]) y += vid.height / 2; } return y; } */ /* static INT32 STRINGY(INT32 y) { //31/10/99: fixed by Hurdler so it _works_ also in hardware mode // do not scale to resolution for hardware accelerated // because these modes always scale by default if (splitscreen) { y >>= 1; if (stplyr != &players[displayplayers[0]]) y += BASEVIDHEIGHT / 2; } return y; } */ /* static INT32 SPLITFLAGS(INT32 f) { // Pass this V_SNAPTO(TOP|BOTTOM) and it'll trim them to account for splitscreen! -Red if (splitscreen) { if (stplyr != &players[displayplayers[0]]) f &= ~V_SNAPTOTOP; else f &= ~V_SNAPTOBOTTOM; } return f; } */ /* static INT32 SCX(INT32 x) { return FixedInt(FixedMul(x<>= 1; if (stplyr != &players[displayplayers[0]]) y += vid.height / 2; } return FixedInt(FixedDiv(y, vid.fdupy)); } #endif // ========================================================================= // INTERNAL DRAWING // ========================================================================= // Devmode information static void ST_pushDebugString(INT32 *height, const char *string) { V_DrawRightAlignedString(320, *height, V_MONOSPACE, string); *height -= 8; } static void ST_pushDebugTimeMS(INT32 *height, const char *label, UINT32 ms) { ST_pushDebugString(height, va("%s%02d:%05.2f", label, ms / 60000, ms % 60000 / 1000.f)); } static void ST_drawMusicDebug(INT32 *height) { char mname[7]; UINT16 mflags; // unused boolean looping; UINT8 i = 0; const musicdef_t *def; const char *format; if (!S_MusicInfo(mname, &mflags, &looping)) { ST_pushDebugString(height, "Song: "); return; } def = S_FindMusicDef(mname, &i); format = S_MusicType(); ST_pushDebugTimeMS(height, " Elapsed: ", S_GetMusicPosition()); ST_pushDebugTimeMS(height, looping ? " Loop B: " : "Duration: ", S_GetMusicLength()); if (looping) { ST_pushDebugTimeMS(height, " Loop A: ", S_GetMusicLoopPoint()); } if (def) { ST_pushDebugString(height, va(" Volume: %4d/100", def->volume)); } if (format) { ST_pushDebugString(height, va(" Format: %8s", S_MusicType())); } ST_pushDebugString(height, va(" Song: %8s", mname)); } static void ST_drawDebugInfo(void) { INT32 height = 192; // devmode_screen = 1..4 stplyr = &players[displayplayers[min(r_splitscreen, cv_devmode_screen.value - 1)]]; if (!stplyr->mo) return; if (cht_debug & DBG_BASIC) { const fixed_t d = AngleFixed(stplyr->mo->angle); V_DrawRightAlignedString(320, 168, V_MONOSPACE, va("X: %6d", stplyr->mo->x>>FRACBITS)); V_DrawRightAlignedString(320, 176, V_MONOSPACE, va("Y: %6d", stplyr->mo->y>>FRACBITS)); V_DrawRightAlignedString(320, 184, V_MONOSPACE, va("Z: %6d", stplyr->mo->z>>FRACBITS)); V_DrawRightAlignedString(320, 192, V_MONOSPACE, va("A: %6d", FixedInt(d))); height = 152; } if (cht_debug & DBG_DETAILED) { //V_DrawRightAlignedString(320, height - 104, V_MONOSPACE, va("SHIELD: %5x", stplyr->powers[pw_shield])); V_DrawRightAlignedString(320, height - 96, V_MONOSPACE, va("SCALE: %5d%%", (stplyr->mo->scale*100)/FRACUNIT)); //V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("DASH: %3d/%3d", stplyr->dashspeed>>FRACBITS, FixedMul(stplyr->maxdash,stplyr->mo->scale)>>FRACBITS)); //V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime])); // Flags //V_DrawRightAlignedString(304-64, height - 72, V_MONOSPACE, "Flags:"); //V_DrawString(304-60, height - 72, (stplyr->jumping) ? V_GREENMAP : V_REDMAP, "JM"); //V_DrawString(304-40, height - 72, (stplyr->pflags & PF_JUMPED) ? V_GREENMAP : V_REDMAP, "JD"); //V_DrawString(304-20, height - 72, (stplyr->pflags & PF_SPINNING) ? V_GREENMAP : V_REDMAP, "SP"); //V_DrawString(304, height - 72, (stplyr->pflags & PF_STARTDASH) ? V_GREENMAP : V_REDMAP, "ST"); V_DrawRightAlignedString(320, height - 64, V_MONOSPACE, va("CEILZ: %6d", stplyr->mo->ceilingz>>FRACBITS)); V_DrawRightAlignedString(320, height - 56, V_MONOSPACE, va("FLOORZ: %6d", stplyr->mo->floorz>>FRACBITS)); V_DrawRightAlignedString(320, height - 48, V_MONOSPACE, va("CNVX: %6d", stplyr->cmomx>>FRACBITS)); V_DrawRightAlignedString(320, height - 40, V_MONOSPACE, va("CNVY: %6d", stplyr->cmomy>>FRACBITS)); V_DrawRightAlignedString(320, height - 32, V_MONOSPACE, va("PLTZ: %6d", stplyr->mo->pmomz>>FRACBITS)); V_DrawRightAlignedString(320, height - 24, V_MONOSPACE, va("MOMX: %6d", stplyr->rmomx>>FRACBITS)); V_DrawRightAlignedString(320, height - 16, V_MONOSPACE, va("MOMY: %6d", stplyr->rmomy>>FRACBITS)); V_DrawRightAlignedString(320, height - 8, V_MONOSPACE, va("MOMZ: %6d", stplyr->mo->momz>>FRACBITS)); V_DrawRightAlignedString(320, height, V_MONOSPACE, va("SPEED: %6d", stplyr->speed>>FRACBITS)); height -= 120; } if (cht_debug & DBG_RNG) // randomizer testing { // TODO: this only accounts for the undefined class, // which should be phased out as much as possible anyway. // Figure out some other way to display all of the RNG classes. fixed_t peekres = P_RandomPeek(PR_UNDEFINED); V_DrawRightAlignedString(320, height - 16, V_MONOSPACE, va("Init: %08x", P_GetInitSeed(PR_UNDEFINED))); V_DrawRightAlignedString(320, height - 8, V_MONOSPACE, va("Seed: %08x", P_GetRandSeed(PR_UNDEFINED))); V_DrawRightAlignedString(320, height, V_MONOSPACE, va("== : %08x", peekres)); height -= 32; } if (cht_debug & DBG_MUSIC) { ST_drawMusicDebug(&height); } if (cht_debug & DBG_MEMORY) V_DrawRightAlignedString(320, height, V_MONOSPACE, va("Heap used: %7sKB", sizeu1(Z_TagsUsage(0, INT32_MAX)>>10))); } tic_t lt_ticker = 0, lt_lasttic = 0; tic_t lt_exitticker = 0, lt_endtime = 0; // SRB2KART: HUD shit for new titlecards: static patch_t *tcchev1; static patch_t *tcchev2; static patch_t *tcol1; static patch_t *tcol2; static patch_t *tcroundbar; static patch_t *tcround; static patch_t *tcbonus; static patch_t *tccircletop; static patch_t *tccirclebottom; static patch_t *tccirclebg; static patch_t *tcbanner; static patch_t *tcbanner2; static patch_t *tcroundnum[10]; static patch_t *tcroundbonus; static patch_t *tcactnum[10]; static patch_t *tcact; static patch_t *twarn; static patch_t *twarn2; // some coordinates define to make my life easier.... #define FINAL_ROUNDX (24) #define FINAL_EGGY (160) #define FINAL_ROUNDY (16) #define FINAL_BANNERY (160) INT32 chev1x, chev1y, chev2x, chev2y, chevtflag; INT32 roundx, roundy; INT32 bannerx, bannery; INT32 roundnumx, roundnumy; INT32 eggx1, eggx2, eggy1, eggy2; // These are all arbitrary values found by trial and error trying to align the hud lmao. // But they'll work. #define BASE_CHEV1X (252) #define BASE_CHEV1Y (60) #define BASE_CHEV2X (65) #define BASE_CHEV2Y (135) #define TTANIMTHRESHOLD (TICRATE) #define TTANIMSTART (TTANIMTHRESHOLD-16) #define TTANIMENDTHRESHOLD (TICRATE*3) #define TTANIMEND (TICRATE*4) // // Load the graphics for the title card. // Don't let LJ see this // static void ST_cacheLevelTitle(void) { UINT8 i; char buf[9]; // SRB2KART tcchev1 = (patch_t *)W_CachePatchName("TCCHEV1W", PU_HUDGFX); tcchev2 = (patch_t *)W_CachePatchName("TCCHEV2W", PU_HUDGFX); tcol1 = (patch_t *)W_CachePatchName("TCCHOL1", PU_HUDGFX); tcol2 = (patch_t *)W_CachePatchName("TCCHOL2", PU_HUDGFX); tcroundbar = (patch_t *)W_CachePatchName("TCBB0", PU_HUDGFX); tcround = (patch_t *)W_CachePatchName("TCROUND", PU_HUDGFX); tcbonus = (patch_t *)W_CachePatchName("TCBONUS", PU_HUDGFX); tccircletop = (patch_t *)W_CachePatchName("TCSN1", PU_HUDGFX); tccirclebottom =(patch_t *)W_CachePatchName("TCSN2", PU_HUDGFX); tccirclebg = (patch_t *)W_CachePatchName("TCEG3", PU_HUDGFX); tcbanner = (patch_t *)W_CachePatchName("TCBSKA0", PU_HUDGFX); tcbanner2 = (patch_t *)W_CachePatchName("TCBC0", PU_HUDGFX); tcact = (patch_t *)W_CachePatchName("TT_ACT", PU_HUDGFX); twarn = (patch_t *)W_CachePatchName("K_BOSW01", PU_HUDGFX); twarn2 = (patch_t *)W_CachePatchName("K_BOSW02", PU_HUDGFX); // Cache round # for (i=1; i < 11; i++) { sprintf(buf, "TT_RND%d", i); tcroundnum[i-1] = (patch_t *)W_CachePatchName(buf, PU_HUDGFX); } tcroundbonus = (patch_t *)W_CachePatchName("TT_RNDB", PU_HUDGFX); // Cache act # for (i=0; i < 10; i++) { sprintf(buf, "TT_ACT%d", i); tcactnum[i] = (patch_t *)W_CachePatchName(buf, PU_HUDGFX); } } // // Start the title card. // void ST_startTitleCard(void) { // cache every HUD patch used ST_cacheLevelTitle(); // Set most elements to start off-screen, ST_runTitleCard will have them slide in afterwards chev1x = BASE_CHEV1X +350; // start off-screen chev1y = BASE_CHEV1Y; chev2x = BASE_CHEV2X -350; // start off-screen chev2y = BASE_CHEV2Y; chevtflag = 0; roundx = -999; roundy = -999; roundnumx = -999; roundnumy = -999; eggx1 = -999; eggx2 = -999; eggy1 = -999; eggy2 = -999; bannery = 300; // initialize HUD variables lt_ticker = lt_exitticker = lt_lasttic = 0; lt_endtime = 4*TICRATE; // + (10*NEWTICRATERATIO); } // // What happens before drawing the title card. // Which is just setting the HUD translucency. // void ST_preDrawTitleCard(void) { if (!G_IsTitleCardAvailable()) return; if (lt_ticker >= (lt_endtime + TICRATE)) return; // Kart: nothing } // // Run the title card. // Called from ST_Ticker. // void ST_runTitleCard(void) { boolean run = !(paused || P_AutoPause()); INT32 auxticker; boolean gp = (marathonmode || (grandprixinfo.gp && grandprixinfo.roundnum)); if (!G_IsTitleCardAvailable()) return; if (lt_ticker >= (lt_endtime + TICRATE)) return; if (run || (lt_ticker < PRELEVELTIME)) { // tick lt_ticker++; // SRB2KART // side Zig-Zag positions... if (K_CheckBossIntro() == true) { // Handle name info... if (bossinfo.enemyname) { UINT32 len = strlen(bossinfo.enemyname)+1; if (len > 1 && bossinfo.titleshow < len) { len = (lt_endtime-(TICRATE/2))/len; if (lt_ticker % len == 0) { char c = toupper(bossinfo.enemyname[bossinfo.titleshow]); bossinfo.titleshow++; c -= LT_FONTSTART; if (c < 0 || c >= LT_FONTSIZE || !fontv[GTFN_FONT].font[(INT32)c] || !bossinfo.titlesound) { ; } else { S_StartSound(NULL, bossinfo.titlesound); } } } } // No matter the circumstances, scroll the WARN... bannerx = -((lt_ticker*2)%((encoremode ? twarn2 : twarn)->width)); } else { // TITLECARD START if (lt_ticker < TTANIMSTART) { chev1x = max(BASE_CHEV1X, (BASE_CHEV1X +350) - (INT32)(lt_ticker)*50); chev2x = min(BASE_CHEV2X, (BASE_CHEV2X -350) + (INT32)(lt_ticker)*50); } // OPEN ZIG-ZAGS 1 SECOND IN if (lt_ticker > TTANIMTHRESHOLD) { auxticker = (INT32)(lt_ticker) - TTANIMTHRESHOLD; chev1x = min(320, BASE_CHEV1X + auxticker*16); chev1y = max(0, BASE_CHEV1Y - auxticker*16); chev2x = max(0, BASE_CHEV2X - auxticker*16); chev2y = min(200, BASE_CHEV2Y + auxticker*16); // translucent fade after opening up. chevtflag = min(5, ((auxticker)/5)) << V_ALPHASHIFT; // OPEN ZIG-ZAG: END OF ANIMATION (they leave the screen borders) if (lt_ticker > TTANIMENDTHRESHOLD) { auxticker = (INT32)lt_ticker - TTANIMENDTHRESHOLD; chev1x += auxticker*16; chev1y -= auxticker*16; chev2x -= auxticker*16; chev2y += auxticker*16; } } // ROUND BAR + EGG eggy1 = FINAL_EGGY; // Make sure to reset that each call so that Y position doesn't go bonkers // SLIDE BAR IN, SLIDE "ROUND" DOWNWARDS if (lt_ticker <= TTANIMTHRESHOLD) { INT32 interptimer = (INT32)lt_ticker - TTANIMSTART; // INT32 because tic_t is unsigned and we want this to be potentially negative if (interptimer >= 0) { INT32 interpdiff = ((TTANIMTHRESHOLD-TTANIMSTART) - interptimer); interpdiff *= interpdiff; // interpdiff^2 roundx = FINAL_ROUNDX - interpdiff; roundy = FINAL_ROUNDY - interpdiff; eggy1 = FINAL_EGGY + interpdiff; } } // SLIDE BAR OUT, SLIDE "ROUND" DOWNWARDS FASTER else if (lt_ticker >= TTANIMENDTHRESHOLD) { auxticker = (INT32)lt_ticker - TTANIMENDTHRESHOLD; roundx = FINAL_ROUNDX - auxticker*24; roundy = FINAL_ROUNDY + auxticker*48; eggy1 = FINAL_EGGY + auxticker*48; } // follow the round bar. eggx1 = roundx + tcroundbar->width/2; // initially, both halves are on the same coordinates. eggx2 = eggx1; eggy2 = eggy1; // same for the background (duh) roundnumx = eggx1; roundnumy = eggy1; // split both halves of the egg, but only do that in grand prix! if (gp && lt_ticker > TTANIMTHRESHOLD + TICRATE/2) { auxticker = (INT32)lt_ticker - (TTANIMTHRESHOLD + TICRATE/2); eggx1 -= auxticker*12; eggy1 -= auxticker*12; eggx2 += auxticker*12; eggy2 += auxticker*12; } // SCROLLING BOTTOM BANNER // SLIDE BANNER UPWARDS WITH A FUNNY BOUNCE (this requires trig :death:) if (lt_ticker < TTANIMTHRESHOLD) { INT32 costimer = (INT32)lt_ticker - TTANIMSTART; // INT32 because tic_t is unsigned and we want this to be potentially negative if (costimer > 0) { // For this animation, we're going to do a tiny bit of stupid trigonometry. // Admittedly all of this is going to look like magic numbers, and honestly? They are. // start at angle 355 (where y = ~230 with our params) // and go to angle 131 (where y = ~160 with our params) UINT8 basey = 190; UINT8 amplitude = 45; fixed_t ang = (355 - costimer*14)*FRACUNIT; bannery = basey + (amplitude * FINECOSINE(FixedAngle(ang)>>ANGLETOFINESHIFT)) / FRACUNIT; } } // SLIDE BANNER DOWNWARDS OUT OF THE SCREEN AT THE END else if (lt_ticker >= TTANIMENDTHRESHOLD) { auxticker = (INT32)lt_ticker - TTANIMENDTHRESHOLD; bannery = FINAL_BANNERY + auxticker*16; } // No matter the circumstances, scroll the banner... bannerx = -((lt_ticker*2)%(tcbanner->width)); } // used for hud slidein if (lt_ticker >= lt_endtime) lt_exitticker++; } } // // Draw the title card itself. // void ST_drawTitleCard(void) { char *lvlttl = mapheaderinfo[gamemap-1]->lvlttl; char *zonttl = mapheaderinfo[gamemap-1]->zonttl; // SRB2kart UINT8 actnum = mapheaderinfo[gamemap-1]->actnum; boolean gp = (marathonmode || (grandprixinfo.gp && grandprixinfo.roundnum)); INT32 acttimer; fixed_t actscale; angle_t fakeangle; INT32 pad = ((vid.width/vid.dupx) - BASEVIDWIDTH)/2; INT32 bx = bannerx; // We need to make a copy of that otherwise pausing will cause problems. if (!G_IsTitleCardAvailable()) return; if (!LUA_HudEnabled(hud_stagetitle)) goto luahook; if (lt_ticker >= (lt_endtime + TICRATE)) goto luahook; if ((lt_ticker-lt_lasttic) > 1) lt_ticker = lt_lasttic+1; // Avoid HOMs while drawing the start of the titlecard if (lt_ticker < TTANIMSTART) V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol); if (K_CheckBossIntro() == true) { // WARNING! // https://twitter.com/matthewseiji/status/1485003284196716544 // the above tweet is directly responsible for the existence of bosses in this game at all { #define LOTIME 5 #define HITIME 15 patch_t *localwarn = (encoremode ? twarn2 : twarn); INT32 transp = (lt_ticker+HITIME) % (LOTIME+HITIME); boolean encorehack = ((levelfadecol == 0) && lt_ticker <= PRELEVELTIME+4); if ((localwarn->width > 0) && (lt_ticker + (HITIME-transp) <= lt_endtime)) { if (transp > HITIME-1) { transp = HITIME-1; } transp = (((10*transp)/HITIME)< -pad) bx -= localwarn->width; while (bx < BASEVIDWIDTH+pad) { V_DrawFixedPatch(bx*FRACUNIT, 55*FRACUNIT, FRACUNIT, V_SNAPTOLEFT|transp, localwarn, NULL); bx += localwarn->width; } } #undef LOTIME #undef HITIME } // Everything else... if (bossinfo.enemyname) { bx = V_TitleCardStringWidth(bossinfo.enemyname); // Name. V_DrawTitleCardString((BASEVIDWIDTH - bx)/2, 75, bossinfo.enemyname, 0, true, bossinfo.titleshow, lt_exitticker); // Under-bar. { angle_t fakeang = 0; fixed_t scalex = FRACUNIT; // Handle scaling. if (lt_ticker <= 3) { fakeang = (lt_ticker*ANGLE_45)/2; scalex = FINESINE(fakeang>>ANGLETOFINESHIFT); } else if (lt_exitticker > 1) { if (lt_exitticker <= 4) { fakeang = ((lt_exitticker-1)*ANGLE_45)/2; scalex = FINECOSINE(fakeang>>ANGLETOFINESHIFT); } else { scalex = 0; } } // Handle subtitle. else if (bossinfo.subtitle && lt_ticker >= TICRATE/2) { INT32 by = 75+32; if (lt_ticker == TICRATE/2 || lt_exitticker == 1) { ; } else if (lt_ticker == (TICRATE/2)+1 || lt_ticker == lt_endtime) { by += 3; } else { by += 5; } V_DrawRightAlignedThinString((BASEVIDWIDTH+bx)/2, by, V_6WIDTHSPACE, bossinfo.subtitle); } // Now draw the under-bar itself. if (scalex > 0) { bx = FixedMul(bx, scalex); V_DrawFill((BASEVIDWIDTH-(bx+2))/2, 75+32, bx+2, 3, 31); V_DrawFill((BASEVIDWIDTH-(bx))/2, 75+32+1, bx, 1, 0); } } } lt_lasttic = lt_ticker; goto luahook; } // Background zig-zags V_DrawFixedPatch((chev1x)*FRACUNIT, (chev1y)*FRACUNIT, FRACUNIT, chevtflag, tcchev1, NULL); V_DrawFixedPatch((chev2x)*FRACUNIT, (chev2y)*FRACUNIT, FRACUNIT, chevtflag, tcchev2, NULL); // Draw ROUND bar, scroll it downwards. V_DrawFixedPatch(roundx*FRACUNIT, ((-32) + (lt_ticker%32))*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT, tcroundbar, NULL); // Draw ROUND text if (gp) V_DrawFixedPatch((roundx+10)*FRACUNIT, roundy*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT, ((grandprixinfo.gp && grandprixinfo.eventmode) ? tcbonus : tcround), NULL); // round num background V_DrawFixedPatch(roundnumx*FRACUNIT, roundnumy*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tccirclebg, NULL); // Scrolling banner if (tcbanner->width > 0) { while (bx > -pad) bx -= tcbanner->width; while (bx < BASEVIDWIDTH+pad) { V_DrawFixedPatch(bx*FRACUNIT, (bannery)*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tcbanner, NULL); bx += tcbanner->width; } } // If possible, draw round number/icon if (gp) { patch_t *roundico = NULL; if (marathonmode) ; // TODO: Ruby else switch (grandprixinfo.eventmode) { case GPEVENT_BONUS: roundico = tcroundbonus; // TODO don't show capsule if we have other bonus types break; /*case GPEVENT_SPECIAL: ; // TODO: Emerald/mount break;*/ case GPEVENT_NONE: if (grandprixinfo.roundnum > 0 && grandprixinfo.roundnum < 11) // Check boundaries JUST IN CASE. roundico = tcroundnum[grandprixinfo.roundnum-1]; break; default: break; } if (roundico) V_DrawFixedPatch(roundnumx*FRACUNIT, roundnumy*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, roundico, NULL); } // Draw both halves of the egg V_DrawFixedPatch(eggx1*FRACUNIT, eggy1*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tccircletop, NULL); V_DrawFixedPatch(eggx2*FRACUNIT, eggy2*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tccirclebottom, NULL); // Now the level name. V_DrawTitleCardString((actnum) ? 265 : 280, 60, lvlttl, V_SNAPTORIGHT, false, lt_ticker, TTANIMENDTHRESHOLD); if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE)) V_DrawTitleCardString((actnum) ? 265 : 280, 60+32, strlen(zonttl) ? zonttl : "ZONE", V_SNAPTORIGHT, false, lt_ticker - strlen(lvlttl), TTANIMENDTHRESHOLD); // the act has a similar graphic animation, but we'll handle it here since it's only like 2 graphics lmfao. if (actnum && actnum < 10) { // compute delay before the act should appear. acttimer = lt_ticker - strlen(lvlttl); if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE)) acttimer -= strlen((strlen(zonttl)) ? (zonttl) : ("ZONE")); actscale = 0; fakeangle = 0; if (acttimer >= 0) { if (acttimer < TTANIMENDTHRESHOLD) // spin in { fakeangle = min(360 + 90, acttimer*41) * ANG1; actscale = FINESINE(fakeangle>>ANGLETOFINESHIFT); } else // spin out { // Make letters disappear... acttimer -= TTANIMENDTHRESHOLD; fakeangle = max(0, (360+90) - acttimer*41)*ANG1; actscale = FINESINE(fakeangle>>ANGLETOFINESHIFT); } if (actscale) { // draw the top: V_DrawStretchyFixedPatch(286*FRACUNIT, 76*FRACUNIT, abs(actscale), FRACUNIT, V_SNAPTORIGHT|(actscale < 0 ? V_FLIP : 0), tcact, NULL); V_DrawStretchyFixedPatch(286*FRACUNIT, 123*FRACUNIT, abs(actscale), FRACUNIT, V_SNAPTORIGHT|(actscale < 0 ? V_FLIP : 0), tcactnum[actnum], NULL); } } } lt_lasttic = lt_ticker; luahook: if (renderisnewtic) { LUA_HUD_ClearDrawList(luahuddrawlist_titlecard); LUA_HookHUD(luahuddrawlist_titlecard, HUD_HOOK(titlecard)); } LUA_HUD_DrawList(luahuddrawlist_titlecard); } // Clear defined coordinates, we don't need them anymore #undef FINAL_ROUNDX #undef FINAL_EGGY #undef FINAL_ROUNDY #undef FINAL_BANNERY #undef BASE_CHEV1X #undef BASE_CHEV1Y #undef BASE_CHEV2X #undef BASE_CHEV2Y #undef TTANIMTHRESHOLD #undef TTANIMSTART #undef TTANIMENDTHRESHOLD #undef TTANIMEND // // Drawer for G_PreLevelTitleCard. // void ST_preLevelTitleCardDrawer(void) { V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol); ST_drawTitleCard(); I_OsPolling(); I_UpdateNoBlit(); } // // Draw the status bar overlay, customisable: the user chooses which // kind of information to overlay // static void ST_overlayDrawer(void) { const UINT8 viewnum = R_GetViewNumber(); // hu_showscores = auto hide score/time/rings when tab rankings are shown if (!(hu_showscores && (netgame || multiplayer))) { K_drawKartHUD(); if (renderisnewtic) { LUA_HookHUD(luahuddrawlist_game, HUD_HOOK(game)); } } if (!hu_showscores) // hide the following if TAB is held { if (cv_showviewpointtext.value) { if (!demo.title && !P_IsLocalPlayer(stplyr)) { if (!r_splitscreen) { V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, V_HUDTRANSHALF, M_GetText("VIEWPOINT:")); V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_HUDTRANSHALF|V_ALLOWLOWERCASE, player_names[stplyr-players]); } else if (r_splitscreen == 1) { char name[MAXPLAYERNAME+12]; INT32 y = (stplyr == &players[displayplayers[0]]) ? 4 : BASEVIDHEIGHT/2-12; sprintf(name, "VIEWPOINT: %s", player_names[stplyr-players]); V_DrawRightAlignedThinString(BASEVIDWIDTH-40, y, V_HUDTRANSHALF|V_ALLOWLOWERCASE|V_SNAPTOTOP|V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_SPLITSCREEN, name); } else if (r_splitscreen) { V_DrawCenteredThinString((vid.width/vid.dupx)/4, BASEVIDHEIGHT/2 - 12, V_HUDTRANSHALF|V_ALLOWLOWERCASE|V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_SPLITSCREEN, player_names[stplyr-players]); } } } } if (!hu_showscores && netgame && !mapreset) { if (stplyr->spectator && displayplayers[viewnum] == g_localplayers[viewnum] && LUA_HudEnabled(hud_textspectator)) { const char *itemtxt = M_GetText("Item - Join Game"); if (stplyr->flashing) itemtxt = M_GetText("Item - . . ."); else if (stplyr->pflags & PF_WANTSTOJOIN) itemtxt = M_GetText("Item - Cancel Join"); else if (G_GametypeHasTeams()) itemtxt = M_GetText("Item - Join Team"); if (cv_maxplayers.value) { UINT8 numingame = 0; UINT8 i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && !players[i].spectator) numingame++; itemtxt = va("%s (%s: %d)", itemtxt, M_GetText("Slots left"), max(0, cv_maxplayers.value - numingame)); } // SRB2kart: changed positions & text if (r_splitscreen) { V_DrawThinString(2, (BASEVIDHEIGHT/2)-20, V_YELLOWMAP|V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("- SPECTATING -")); V_DrawThinString(2, (BASEVIDHEIGHT/2)-10, V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, itemtxt); } else { V_DrawString(2, BASEVIDHEIGHT-40, V_HUDTRANSHALF|V_SPLITSCREEN|V_YELLOWMAP|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("- SPECTATING -")); V_DrawString(2, BASEVIDHEIGHT-30, V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, itemtxt); if (stplyr->cmd.buttons & BT_LOOKBACK) { V_DrawString(2, BASEVIDHEIGHT-20, V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("Lookback - Camera pivot")); V_DrawString(2, BASEVIDHEIGHT-10, V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("Aim forward/backward")); } else { V_DrawString(2, BASEVIDHEIGHT-20, V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("Accelerate - Float")); V_DrawString(2, BASEVIDHEIGHT-10, V_HUDTRANSHALF|V_SPLITSCREEN|V_SNAPTOLEFT|V_SNAPTOBOTTOM, M_GetText("Brake - Sink")); } } } } } void ST_DrawDemoTitleEntry(void) { static UINT8 anim = 0; char *nametodraw; anim++; anim %= 8; nametodraw = demo.titlename; while (V_StringWidth(nametodraw, 0) > MAXSTRINGLENGTH*8 - 8) nametodraw++; #define x (BASEVIDWIDTH/2 - 139) #define y (BASEVIDHEIGHT/2) M_DrawTextBox(x, y + 4, MAXSTRINGLENGTH, 1); V_DrawString(x + 8, y + 12, V_ALLOWLOWERCASE, nametodraw); if (anim < 4) V_DrawCharacter(x + 8 + V_StringWidth(nametodraw, 0), y + 12, '_' | 0x80, false); M_DrawTextBox(x + 30, y - 24, 26, 1); V_DrawString(x + 38, y - 16, V_ALLOWLOWERCASE, "Enter the name of the replay."); M_DrawTextBox(x + 50, y + 20, 20, 1); V_DrawThinString(x + 58, y + 28, V_ALLOWLOWERCASE, "Escape - Cancel"); V_DrawRightAlignedThinString(x + 220, y + 28, V_ALLOWLOWERCASE, "Enter - Confirm"); #undef x #undef y } // MayonakaStatic: draw Midnight Channel's TV-like borders static void ST_MayonakaStatic(void) { INT32 flag = (leveltime%2) ? V_90TRANS : V_70TRANS; V_DrawFixedPatch(0, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT|flag, hud_tv1, NULL); V_DrawFixedPatch(320<lvlttl != '\0' && !(hu_showscores && (netgame || multiplayer))))) ST_preDrawTitleCard(); if (st_overlay) { UINT8 i; if (renderisnewtic) { LUA_HUD_ClearDrawList(luahuddrawlist_game); } // No deadview! for (i = 0; i <= r_splitscreen; i++) { stplyr = &players[displayplayers[i]]; R_SetViewContext(VIEWCONTEXT_PLAYER1 + i); R_InterpolateView(rendertimefrac); // to assist with object tracking ST_overlayDrawer(); } LUA_HUD_DrawList(luahuddrawlist_game); // draw Midnight Channel's overlay ontop if (mapheaderinfo[gamemap-1]->typeoflevel & TOL_TV) // Very specific Midnight Channel stuff. ST_MayonakaStatic(); } // Draw a fade on level opening if (timeinmap < 16) V_DrawCustomFadeScreen(((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), 31-(timeinmap*2)); // Then gradually fade out from there if (stagetitle) ST_drawTitleCard(); // Replay manual-save stuff if (demo.recording && multiplayer && demo.savebutton && demo.savebutton + 3*TICRATE < leveltime) { switch (demo.savemode) { case DSM_NOTSAVING: { INT32 buttonx = BASEVIDWIDTH; INT32 buttony = 2; K_drawButtonAnim(buttonx - 76, buttony, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT, kp_button_b[1], leveltime); V_DrawRightAlignedThinString(buttonx - 55, buttony, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_YELLOWMAP, "or"); K_drawButtonAnim(buttonx - 55, buttony, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT, kp_button_x[1], leveltime); V_DrawRightAlignedThinString(buttonx - 2, buttony, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_YELLOWMAP, "Save replay"); break; } case DSM_WILLAUTOSAVE: { V_DrawRightAlignedThinString(BASEVIDWIDTH - 55, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_YELLOWMAP, "Replay will be saved."); K_drawButtonAnim(BASEVIDWIDTH - 56, 0, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT, kp_button_b[1], leveltime); V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_YELLOWMAP, "Change title"); break; } case DSM_WILLSAVE: V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_YELLOWMAP, "Replay will be saved."); break; case DSM_TITLEENTRY: ST_DrawDemoTitleEntry(); break; default: // Don't render anything break; } } ST_drawDebugInfo(); }