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