RingRacers/src/st_stuff.c

1440 lines
41 KiB
C

// 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 "m_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"
//random index
#include "m_random.h"
// item finder
#include "m_cond.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
#include "lua_hud.h"
// SRB2Kart
#include "k_hud.h" // SRB2kart
#include "v_video.h"
#include "r_skins.h" // NUMFACES
UINT16 objectsdrawn = 0;
//
// STATUS BAR DATA
//
patch_t *faceprefix[MAXSKINS][NUMFACES];
// ------------------------------------------
// status bar overlay
// ------------------------------------------
// icons for overlay
patch_t *sboscore; // Score logo
patch_t *sbotime; // Time logo
patch_t *sbocolon; // Colon for time
patch_t *sboperiod; // Period for time centiseconds
patch_t *livesback; // Lives icon background
patch_t *stlivex;
static patch_t *nrec_timer; // Timer for NiGHTS records
static patch_t *sborings;
static patch_t *slidgame;
static patch_t *slidtime;
static patch_t *slidover;
static patch_t *sboredrings;
static patch_t *sboredtime;
static patch_t *getall; // Special Stage HUD
static patch_t *timeup; // Special Stage HUD
static patch_t *hunthoming[6];
static patch_t *itemhoming[6];
static patch_t *race1;
static patch_t *race2;
static patch_t *race3;
static patch_t *racego;
static patch_t *nightslink;
static patch_t *curweapon;
static patch_t *normring;
static patch_t *bouncering;
static patch_t *infinityring;
static patch_t *autoring;
static patch_t *explosionring;
static patch_t *scatterring;
static patch_t *grenadering;
static patch_t *railring;
static patch_t *jumpshield;
static patch_t *forceshield;
static patch_t *ringshield;
static patch_t *watershield;
static patch_t *bombshield;
static patch_t *pityshield;
static patch_t *pinkshield;
static patch_t *flameshield;
static patch_t *bubbleshield;
static patch_t *thundershield;
static patch_t *invincibility;
static patch_t *sneakers;
static patch_t *gravboots;
static patch_t *nonicon;
static patch_t *nonicon2;
static patch_t *bluestat;
static patch_t *byelstat;
static patch_t *orngstat;
static patch_t *redstat;
static patch_t *yelstat;
static patch_t *nbracket;
static patch_t *nring;
static patch_t *nhud[12];
static patch_t *nsshud;
static patch_t *nbon[12];
static patch_t *nssbon;
static patch_t *narrow[9];
static patch_t *nredar[8]; // Red arrow
static patch_t *drillbar;
static patch_t *drillfill[3];
static patch_t *capsulebar;
static patch_t *capsulefill;
patch_t *ngradeletters[7];
static patch_t *minus5sec;
static patch_t *minicaps;
static patch_t *gotrflag;
static patch_t *gotbflag;
static patch_t *fnshico;
// Midnight Channel:
static patch_t *hud_tv1;
static patch_t *hud_tv2;
#ifdef HAVE_DISCORDRPC
// Discord Rich Presence
static patch_t *envelope;
#endif
// SRB2kart
hudinfo_t hudinfo[NUMHUDITEMS] =
{
{ 16, 176, V_SNAPTOLEFT|V_SNAPTOBOTTOM}, // HUD_LIVES
{ 16, 42, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_RINGS
{ 96, 42, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_RINGSNUM
{ 120, 42, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_RINGSNUMTICS
{ 16, 10, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SCORE
{ 120, 10, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SCORENUM
{ 16, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TIME
{ 72, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_MINUTES
{ 72, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TIMECOLON
{ 96, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SECONDS
{ 96, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TIMETICCOLON
{ 120, 26, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_TICS
{ 0, 56, V_SNAPTOLEFT|V_SNAPTOTOP}, // HUD_SS_TOTALRINGS
{ 110, 93, 0}, // HUD_GETRINGS
{ 160, 93, 0}, // HUD_GETRINGSNUM
{ 124, 160, 0}, // HUD_TIMELEFT
{ 168, 176, 0}, // HUD_TIMELEFTNUM
{ 130, 93, 0}, // HUD_TIMEUP
{ 152, 168, 0}, // HUD_HUNTPICS
{ 288, 176, V_SNAPTORIGHT|V_SNAPTOBOTTOM}, // HUD_POWERUPS
};
//
// 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_none)
{
//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)
{
int i;
// 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)
// Prefix "STT" is whitelisted (doesn't trigger ISGAMEMODIFIED), btw
sborings = W_CachePatchName("STTRINGS", PU_HUDGFX);
sboredrings = W_CachePatchName("STTRRING", PU_HUDGFX);
sboscore = W_CachePatchName("STTSCORE", PU_HUDGFX);
sbotime = W_CachePatchName("STTTIME", PU_HUDGFX); // Time logo
sboredtime = W_CachePatchName("STTRTIME", PU_HUDGFX);
sbocolon = W_CachePatchName("STTCOLON", PU_HUDGFX); // Colon for time
sboperiod = W_CachePatchName("STTPERIO", PU_HUDGFX); // Period for time centiseconds
slidgame = W_CachePatchName("SLIDGAME", PU_HUDGFX);
slidtime = W_CachePatchName("SLIDTIME", PU_HUDGFX);
slidover = W_CachePatchName("SLIDOVER", PU_HUDGFX);
stlivex = W_CachePatchName("STLIVEX", PU_HUDGFX);
livesback = W_CachePatchName("STLIVEBK", PU_HUDGFX);
nrec_timer = W_CachePatchName("NGRTIMER", PU_HUDGFX); // Timer for NiGHTS
getall = W_CachePatchName("GETALL", PU_HUDGFX); // Special Stage HUD
timeup = W_CachePatchName("TIMEUP", PU_HUDGFX); // Special Stage HUD
race1 = W_CachePatchName("RACE1", PU_HUDGFX);
race2 = W_CachePatchName("RACE2", PU_HUDGFX);
race3 = W_CachePatchName("RACE3", PU_HUDGFX);
racego = W_CachePatchName("RACEGO", PU_HUDGFX);
nightslink = W_CachePatchName("NGHTLINK", PU_HUDGFX);
for (i = 0; i < 6; ++i)
{
hunthoming[i] = W_CachePatchName(va("HOMING%d", i+1), PU_HUDGFX);
itemhoming[i] = W_CachePatchName(va("HOMITM%d", i+1), PU_HUDGFX);
}
curweapon = W_CachePatchName("CURWEAP", PU_HUDGFX);
normring = W_CachePatchName("RINGIND", PU_HUDGFX);
bouncering = W_CachePatchName("BNCEIND", PU_HUDGFX);
infinityring = W_CachePatchName("INFNIND", PU_HUDGFX);
autoring = W_CachePatchName("AUTOIND", PU_HUDGFX);
explosionring = W_CachePatchName("BOMBIND", PU_HUDGFX);
scatterring = W_CachePatchName("SCATIND", PU_HUDGFX);
grenadering = W_CachePatchName("GRENIND", PU_HUDGFX);
railring = W_CachePatchName("RAILIND", PU_HUDGFX);
jumpshield = W_CachePatchName("TVWWICON", PU_HUDGFX);
forceshield = W_CachePatchName("TVFOICON", PU_HUDGFX);
ringshield = W_CachePatchName("TVATICON", PU_HUDGFX);
watershield = W_CachePatchName("TVELICON", PU_HUDGFX);
bombshield = W_CachePatchName("TVARICON", PU_HUDGFX);
pityshield = W_CachePatchName("TVPIICON", PU_HUDGFX);
pinkshield = W_CachePatchName("TVPPICON", PU_HUDGFX);
flameshield = W_CachePatchName("TVFLICON", PU_HUDGFX);
bubbleshield = W_CachePatchName("TVBBICON", PU_HUDGFX);
thundershield = W_CachePatchName("TVZPICON", PU_HUDGFX);
invincibility = W_CachePatchName("TVIVICON", PU_HUDGFX);
sneakers = W_CachePatchName("TVSSICON", PU_HUDGFX);
gravboots = W_CachePatchName("TVGVICON", PU_HUDGFX);
tagico = W_CachePatchName("TAGICO", PU_HUDGFX);
rflagico = W_CachePatchName("RFLAGICO", PU_HUDGFX);
bflagico = W_CachePatchName("BFLAGICO", PU_HUDGFX);
rmatcico = W_CachePatchName("RMATCICO", PU_HUDGFX);
bmatcico = W_CachePatchName("BMATCICO", PU_HUDGFX);
gotrflag = W_CachePatchName("GOTRFLAG", PU_HUDGFX);
gotbflag = W_CachePatchName("GOTBFLAG", PU_HUDGFX);
fnshico = W_CachePatchName("FNSHICO", PU_HUDGFX);
nonicon = W_CachePatchName("NONICON", PU_HUDGFX);
nonicon2 = W_CachePatchName("NONICON2", PU_HUDGFX);
// NiGHTS HUD things
bluestat = W_CachePatchName("BLUESTAT", PU_HUDGFX);
byelstat = W_CachePatchName("BYELSTAT", PU_HUDGFX);
orngstat = W_CachePatchName("ORNGSTAT", PU_HUDGFX);
redstat = W_CachePatchName("REDSTAT", PU_HUDGFX);
yelstat = W_CachePatchName("YELSTAT", PU_HUDGFX);
nbracket = W_CachePatchName("NBRACKET", PU_HUDGFX);
nring = W_CachePatchName("NRNG1", PU_HUDGFX);
for (i = 0; i < 12; ++i)
{
nhud[i] = W_CachePatchName(va("NHUD%d", i+1), PU_HUDGFX);
nbon[i] = W_CachePatchName(va("NBON%d", i+1), PU_HUDGFX);
}
nsshud = W_CachePatchName("NSSHUD", PU_HUDGFX);
nssbon = W_CachePatchName("NSSBON", PU_HUDGFX);
minicaps = W_CachePatchName("MINICAPS", PU_HUDGFX);
for (i = 0; i < 8; ++i)
{
narrow[i] = W_CachePatchName(va("NARROW%d", i+1), PU_HUDGFX);
nredar[i] = W_CachePatchName(va("NREDAR%d", i+1), PU_HUDGFX);
}
// non-animated version
narrow[8] = W_CachePatchName("NARROW9", PU_HUDGFX);
drillbar = W_CachePatchName("DRILLBAR", PU_HUDGFX);
for (i = 0; i < 3; ++i)
drillfill[i] = W_CachePatchName(va("DRILLFI%d", i+1), PU_HUDGFX);
capsulebar = W_CachePatchName("CAPSBAR", PU_HUDGFX);
capsulefill = W_CachePatchName("CAPSFILL", PU_HUDGFX);
minus5sec = W_CachePatchName("MINUS5", PU_HUDGFX);
for (i = 0; i < 7; ++i)
ngradeletters[i] = W_CachePatchName(va("GRADE%d", i), PU_HUDGFX);
K_LoadKartHUDGraphics();
// Midnight Channel:
hud_tv1 = W_CachePatchName("HUD_TV1", PU_HUDGFX);
hud_tv2 = W_CachePatchName("HUD_TV2", PU_HUDGFX);
#ifdef HAVE_DISCORDRPC
// Discord Rich Presence
envelope = W_CachePatchName("K_REQUES", PU_HUDGFX);
#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;
V_SetPalette(0);
st_stopped = true;
}
void ST_Start(void)
{
if (!st_stopped)
ST_Stop();
ST_InitData();
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();
}
// 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<<FRACBITS, vid.fdupy));
}
*/
/*
static INT32 SCY(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
y = SCZ(y); // scale to resolution
if (splitscreen)
{
y >>= 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<<FRACBITS, vid.fdupx));
}
*/
#if 0
static INT32 SCR(INT32 r)
{
fixed_t 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
y = FixedMul(r*FRACUNIT, vid.fdupy); // scale to resolution
if (splitscreen)
{
y >>= 1;
if (stplyr != &players[displayplayers[0]])
y += vid.height / 2;
}
return FixedInt(FixedDiv(y, vid.fdupy));
}
#endif
// =========================================================================
// INTERNAL DRAWING
// =========================================================================
#define ST_DrawTopLeftOverlayPatch(x,y,p) V_DrawScaledPatch(SCX(hudinfo[h+!!r_splitscreen].x), SCY(hudinfo[h+!!r_splitscreen].y), V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, p)
#define ST_DrawOverlayNum(x,y,n) V_DrawTallNum(x, y, V_NOSCALESTART|V_HUDTRANS, n)
#define ST_DrawPaddedOverlayNum(x,y,n,d) V_DrawPaddedTallNum(x, y, V_NOSCALESTART|V_HUDTRANS, n, d)
#define ST_DrawOverlayPatch(x,y,p) V_DrawScaledPatch(x, y, V_NOSCALESTART|V_HUDTRANS, p)
#define ST_DrawMappedOverlayPatch(x,y,p,c) V_DrawMappedScaledPatch(x, y, V_NOSCALESTART|V_HUDTRANS, p, c)
#define ST_DrawNumFromHud(h,n) V_DrawTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART|V_HUDTRANS, n)
#define ST_DrawPadNumFromHud(h,n,q) V_DrawPaddedTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART|V_HUDTRANS, n, q)
#define ST_DrawPatchFromHud(h,p) V_DrawScaledPatch(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART|V_HUDTRANS, p)
#define ST_DrawNumFromHudWS(h,n) V_DrawTallNum(SCX(hudinfo[h+!!r_splitscreen].x), SCY(hudinfo[h+!!r_splitscreen].y), V_NOSCALESTART|V_HUDTRANS, n)
#define ST_DrawPadNumFromHudWS(h,n,q) V_DrawPaddedTallNum(SCX(hudinfo[h+!!r_splitscreen].x), SCY(hudinfo[h+!!r_splitscreen].y), V_NOSCALESTART|V_HUDTRANS, n, q)
#define ST_DrawPatchFromHudWS(h,p) V_DrawScaledPatch(SCX(hudinfo[h+!!r_splitscreen].x), SCY(hudinfo[h+!!r_splitscreen].y), V_NOSCALESTART|V_HUDTRANS, p)
// Devmode information
static void ST_drawDebugInfo(void)
{
INT32 height = 192;
if (!stplyr->mo)
return;
if (cv_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 (cv_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 (cv_debug & DBG_RANDOMIZER) // randomizer testing
{
fixed_t peekres = P_RandomPeek();
peekres *= 10000; // Change from fixed point
peekres >>= FRACBITS; // to displayable decimal
V_DrawRightAlignedString(320, height - 16, V_MONOSPACE, va("Init: %08x", P_GetInitSeed()));
V_DrawRightAlignedString(320, height - 8, V_MONOSPACE, va("Seed: %08x", P_GetRandSeed()));
V_DrawRightAlignedString(320, height, V_MONOSPACE, va("== : .%04d", peekres));
height -= 32;
}
if (cv_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 *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 *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);
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);
}
// 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 = (grandprixinfo.gp && grandprixinfo.roundnum); // check whether we're in grandprix
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 (bossinfo.boss == 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 || !tc_font[1][(INT32)c] || !bossinfo.titlesound)
{
;
}
else
{
S_StartSound(NULL, bossinfo.titlesound);
}
}
}
}
// No matter the circumstances, scroll the WARN...
bannerx = -(lt_ticker%((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%(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 = (grandprixinfo.gp && grandprixinfo.roundnum);
INT32 acttimer;
fixed_t actscale;
angle_t fakeangle;
INT32 bx = bannerx; // We need to make a copy of that otherwise pausing will cause problems.
UINT8 i;
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 (bossinfo.boss == 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 = (encoremode && lt_ticker <= PRELEVELTIME+4);
if (lt_ticker + (HITIME-transp) <= lt_endtime)
{
if (transp > HITIME-1)
{
transp = HITIME-1;
}
transp = (((10*transp)/HITIME)<<V_ALPHASHIFT) | (encorehack ? V_SUBTRACT : V_ADD);
for (i=0; i < 3; i++)
{
V_DrawFixedPatch((bannerx + 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, tcround, NULL);
// round num background
V_DrawFixedPatch(roundnumx*FRACUNIT, roundnumy*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tccirclebg, NULL);
// Scrolling banner, we'll draw 3 of those back to back.
for (i=0; i < 3; i++)
{
V_DrawFixedPatch((bannerx + bx)*FRACUNIT, (bannery)*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tcbanner, NULL);
bx += tcbanner->width;
}
// If possible, draw round number
if (gp && grandprixinfo.roundnum > 0 && grandprixinfo.roundnum < 11) // Check boundaries JUST IN CASE.
V_DrawFixedPatch(roundnumx*FRACUNIT, roundnumy*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tcroundnum[grandprixinfo.roundnum-1], 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", false, 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:
LUAh_TitleCardHUD(stplyr);
}
// 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)
{
// hu_showscores = auto hide score/time/rings when tab rankings are shown
if (!(hu_showscores && (netgame || multiplayer)))
K_drawKartHUD();
if (!hu_showscores) // hide the following if TAB is held
{
if (cv_showviewpointtext.value)
{
if (!(multiplayer && demo.playback))
{
if(!P_IsLocalPlayer(stplyr))
{
/*char name[MAXPLAYERNAME+1];
// shorten the name if its more than twelve characters.
strlcpy(name, player_names[stplyr-players], 13);*/
// Show name of player being displayed
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, 0, M_GetText("VIEWPOINT:"));
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, player_names[stplyr-players]);
}
}
else if (!demo.title)
{
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 (!(netgame || multiplayer) || !hu_showscores)
LUAh_GameHUD(stplyr);
if (!hu_showscores && netgame && !mapreset)
{
if (stplyr->spectator && 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_ingamecap.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_ingamecap.value - numingame));
}
// SRB2kart: changed positions & text
if (r_splitscreen)
{
V_DrawThinString(2, (BASEVIDHEIGHT/2)-20, V_YELLOWMAP|V_HUDTRANSHALF|V_SPLITSCREEN, M_GetText("- SPECTATING -"));
V_DrawThinString(2, (BASEVIDHEIGHT/2)-10, V_HUDTRANSHALF|V_SPLITSCREEN, itemtxt);
}
else
{
V_DrawString(2, BASEVIDHEIGHT-40, V_HUDTRANSHALF|V_SPLITSCREEN|V_YELLOWMAP, M_GetText("- SPECTATING -"));
V_DrawString(2, BASEVIDHEIGHT-30, V_HUDTRANSHALF|V_SPLITSCREEN, itemtxt);
V_DrawString(2, BASEVIDHEIGHT-20, V_HUDTRANSHALF|V_SPLITSCREEN, M_GetText("Accelerate - Float"));
V_DrawString(2, BASEVIDHEIGHT-10, V_HUDTRANSHALF|V_SPLITSCREEN, M_GetText("Brake - Sink"));
}
}
}
// Replay manual-save stuff
if (demo.recording && multiplayer && demo.savebutton && demo.savebutton + 3*TICRATE < leveltime)
{
switch (demo.savemode)
{
case DSM_NOTSAVING:
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|((gametyperules & GTR_BUMPERS) ? V_REDMAP : V_SKYMAP), "Look Backward: Save replay");
break;
case DSM_WILLAUTOSAVE:
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|((gametyperules & GTR_BUMPERS) ? V_REDMAP : V_SKYMAP), "Replay will be saved. (Look Backward: Change title)");
break;
case DSM_WILLSAVE:
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_HUDTRANS|V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|((gametyperules & GTR_BUMPERS) ? V_REDMAP : V_SKYMAP), "Replay will be saved.");
break;
case DSM_TITLEENTRY:
ST_DrawDemoTitleEntry();
break;
default: // Don't render anything
break;
}
}
}
void ST_DrawDemoTitleEntry(void)
{
static UINT8 skullAnimCounter = 0;
char *nametodraw;
skullAnimCounter++;
skullAnimCounter %= 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 (skullAnimCounter < 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<<FRACBITS, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTORIGHT|V_FLIP|flag, hud_tv1, NULL);
V_DrawFixedPatch(0, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT|flag, hud_tv2, NULL);
V_DrawFixedPatch(320<<FRACBITS, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_FLIP|flag, hud_tv2, NULL);
}
#ifdef HAVE_DISCORDRPC
void ST_AskToJoinEnvelope(void)
{
const tic_t freq = TICRATE/2;
if (menuactive)
return;
if ((leveltime % freq) < freq/2)
return;
V_DrawFixedPatch(296*FRACUNIT, 2*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTORIGHT, envelope, NULL);
// maybe draw number of requests with V_DrawPingNum ?
}
#endif
void ST_Drawer(void)
{
boolean stagetitle = false; // Decide whether to draw the stage title or not
// Doom's status bar only updated if necessary.
// However, ours updates every frame regardless, so the "refresh" param was removed
//(void)refresh;
// force a set of the palette by using doPaletteStuff()
if (vid.recalc)
st_palette = -1;
// Do red-/gold-shifts from damage/items
#ifdef HWRENDER
//25/08/99: Hurdler: palette changes is done for all players,
// not only player1! That's why this part
// of code is moved somewhere else.
if (rendermode == render_soft)
#endif
if (rendermode != render_none) ST_doPaletteStuff();
{
#if 0
const tic_t length = TICRATE/2;
if (lt_exitticker)
{
st_translucency = cv_translucenthud.value;
if (lt_exitticker < length)
st_translucency = (((INT32)(lt_ticker - lt_endtime))*st_translucency)/((INT32)length);
}
else
st_translucency = 0;
#else
st_translucency = cv_translucenthud.value;
#endif
}
// Check for a valid level title
// If the HUD is enabled
// And, if Lua is running, if the HUD library has the stage title enabled
if ((stagetitle = (G_IsTitleCardAvailable() && *mapheaderinfo[gamemap-1]->lvlttl != '\0' && !(hu_showscores && (netgame || multiplayer)))))
ST_preDrawTitleCard();
if (st_overlay)
{
UINT8 i;
// No deadview!
for (i = 0; i <= r_splitscreen; i++)
{
stplyr = &players[displayplayers[i]];
ST_overlayDrawer();
}
// 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();
ST_drawDebugInfo();
}