nuclide/src/client/text.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* for effect 2 */
static int
GameText_CharCount(float fadein, float timer, string msg)
{
float len = (timer / fadein);
if (!fadein || len > strlen(msg))
return strlen(msg);
else
return len;
}
/* the engine its drawstring doesn't like newlines that much */
static void
GameText_DrawString(vector pos, string msg, vector col, float alpha)
{
vector rpos = [0.0f, 0.0f, 0.0f];
int c = tokenizebyseparator(msg, "\n");
for (int i = 0; i < c; i++) {
float strwidth = Font_StringWidth(argv(i), TRUE, FONT_20);
if (pos[0] == -1) {
rpos[0] = g_hudmins[0] + (g_hudres[0] / 2) - (strwidth/2);
} else {
rpos[0] = g_hudmins[0] + g_hudres[0] * pos[0];
if (pos[0] >= 0.5) {
rpos[0] -= strwidth;
}
}
if (pos[1] == -1) {
rpos[1] = g_hudmins[1] + (g_hudres[1] / 2) - 6;
} else {
rpos[1] = g_hudmins[1] + ((g_hudres[1] - 12) * pos[1]);
}
rpos[1] += Font_GetHeight(FONT_20) * i;
rpos[1] -= (Font_GetHeight(FONT_20) * c) / 2;
Font_DrawText_RGBA(rpos, argv(i), col, alpha, FONT_20);
}
}
static void
GameText_DrawMessage(int i, float timer, int highlight)
{
float a = 0.0f;
vector rpos = [0.0f, 0.0f, 0.0f];
float mtime;
float btime;
string finalstr;
/* typing effect */
if (g_textchannels[i].m_iEffect == 2) {
/* scan out */
finalstr = substring(g_textchannels[i].m_strMessage, 0,
GameText_CharCount(g_textchannels[i].m_flFadeIn, timer,
g_textchannels[i].m_strMessage));
} else {
finalstr = g_textchannels[i].m_strMessage;
}
timer = max(0, timer);
if (highlight) {
btime = g_textchannels[i].m_flFadeIn * \
strlen(g_textchannels[i].m_strMessage);
mtime = btime + g_textchannels[i].m_flFadeOut;
} else {
mtime = g_textchannels[i].m_flFadeIn + \
g_textchannels[i].m_flHoldTime + \
g_textchannels[i].m_flFadeOut;
btime = g_textchannels[i].m_flFadeIn + \
g_textchannels[i].m_flHoldTime;
}
if (timer > mtime)
return;
if (timer < g_textchannels[i].m_flFadeIn) {
a = (timer / g_textchannels[i].m_flFadeIn);
} else if (timer < btime) {
a = 1.0f;
} else if (timer < mtime) {
if (g_textchannels[i].m_flFadeOut) {
a = 1 - (timer - btime) / g_textchannels[i].m_flFadeOut;
}
}
rpos[0] = g_textchannels[i].m_flPosX;
rpos[1] = g_textchannels[i].m_flPosY;
if (highlight) {
GameText_DrawString(rpos, finalstr, g_textchannels[i].m_vecColor2, a);
} else {
GameText_DrawString(rpos, finalstr, g_textchannels[i].m_vecColor1, a);
}
}
void
GameText_Draw(void)
{
vector debugPos = [16,16];
if (cvar("r_showTexts") > 0)
Font_DrawText(debugPos, "Text Debug Information", FONT_CON);
debugPos[1] += 20;
for (int i = 0i; i < 6; i++) {
/* we'll draw the highlight separately */
GameText_DrawMessage(i, g_textchannels[i].m_flTime - g_textchannels[i].m_flFXTime, 0); /* first pass */
/* effect 0 has no highlight */
if (g_textchannels[i].m_iEffect != 0)
GameText_DrawMessage(i, g_textchannels[i].m_flTime, 1); /* second pass */
g_textchannels[i].m_flTime += clframetime;
if (cvar("r_showTexts") <= 0)
continue;
Font_DrawText(debugPos, sprintf("Chan %i: E %i T: %f/%f", i, g_textchannels[i].m_iEffect, g_textchannels[i].m_flTime, g_textchannels[i].m_flHoldTime), FONT_CON);
debugPos[1] += 20;
}
}
void
GameText_Parse(void)
{
int chan = readbyte();
/* last channel is reserved for text menus */
if (!(chan >= 0 && chan <= 4)) {
return;
}
g_textchannels[chan].m_strMessage = Titles_ParseFunString(readstring());
g_textchannels[chan].m_flPosX = readfloat();
g_textchannels[chan].m_flPosY = readfloat();
g_textchannels[chan].m_iEffect = readbyte();
g_textchannels[chan].m_vecColor1[0] = readbyte() / 255;
g_textchannels[chan].m_vecColor1[1] = readbyte() / 255;
g_textchannels[chan].m_vecColor1[2] = readbyte() / 255;
g_textchannels[chan].m_vecColor2[0] = readbyte() / 255;
g_textchannels[chan].m_vecColor2[1] = readbyte() / 255;
g_textchannels[chan].m_vecColor2[2] = readbyte() / 255;
g_textchannels[chan].m_flFadeIn = readfloat();
g_textchannels[chan].m_flFadeOut = readfloat();
g_textchannels[chan].m_flHoldTime = readfloat();
g_textchannels[chan].m_flFXTime = readfloat();
g_textchannels[chan].m_flTime = 0.0f;
}
void
GameMessage_Setup(string message, int channel)
{
int findid = -1;
for (int i = 0; i < g_titles_count; i++) {
if (g_titles[i].m_strName == message) {
findid = i;
}
}
if (findid < 0) {
g_textchannels[channel].m_strMessage = Titles_ParseFunString(message);
g_textchannels[channel].m_flTime = 0.0f;
g_textchannels[channel].m_flPosX = -1;
g_textchannels[channel].m_flPosY = 0.75f;
g_textchannels[channel].m_flFadeIn = 0.5f;
g_textchannels[channel].m_flFadeOut = 0.5f;
g_textchannels[channel].m_flHoldTime = 2.0f;
g_textchannels[channel].m_vecColor1 = [1,1,1];
g_textchannels[channel].m_vecColor2 = [1,1,1];
} else {
g_textchannels[channel].m_strMessage = g_titles[findid].m_strMessage;
g_textchannels[channel].m_flTime = 0.0f;
g_textchannels[channel].m_flPosX = g_titles[findid].m_flPosX;
g_textchannels[channel].m_flPosY = g_titles[findid].m_flPosY;
g_textchannels[channel].m_flFadeIn = g_titles[findid].m_flFadeIn;
g_textchannels[channel].m_flFadeOut = g_titles[findid].m_flFadeOut;
g_textchannels[channel].m_flHoldTime = g_titles[findid].m_flHoldTime;
g_textchannels[channel].m_vecColor1 = g_titles[findid].m_vecColor1;
g_textchannels[channel].m_vecColor2 = g_titles[findid].m_vecColor2;
g_textchannels[channel].m_iEffect = g_titles[findid].m_iEffect;
}
}
void
GameMessage_Parse(void)
{
string strSound;
float flVolume;
int iAttenuation;
string findme;
findme = strtoupper(readstring());
GameMessage_Setup(findme, 0);
strSound = readstring();
flVolume = readfloat();
iAttenuation = readbyte();
sound(self, CHAN_ITEM, strSound, flVolume, iAttenuation);
}