Example #1
0
//
// haleyjd: As above, but for the situation of a client waiting for the initial
// startup info packet from the server.
//
void NET_RenderSteamServerStart(void)
{
    const char *strConn = "Connecting Netgame";
    const char *strWait = "Waiting for server...";
    int strConnWidth    = V_BigFontStringWidth(strConn);
    int strWaitWidth    = M_StringWidth(strWait);

    if(use3drenderer)
        RB_ClearBuffer(GLCB_COLOR);

    V_DrawFilledBox(0, 0, SCREENWIDTH, SCREENHEIGHT, 0);
    V_WriteBigText(strConn, (SCREENWIDTH - strConnWidth)/2, 60);
    
    if(net_SteamNodeType != NET_STEAM_SERVER)
        M_WriteText((SCREENWIDTH - strWaitWidth)/2, 100, strWait);

    I_FinishUpdate();
}
Example #2
0
//
// Draw menu item description
//
static int FE_DrawDescription(femenuitem_t *item, int x, int y)
{
    switch(item->font)
    {
    case FE_FONT_SMALL:
        item->w = M_StringWidth(item->description);
        item->h = 12;
        M_WriteText(x, y, item->description);
        break;
    case FE_FONT_BIG:
        item->w = V_BigFontStringWidth(item->description);
        item->h = 20;
        V_WriteBigText(item->description, x, y);
        break;
    default:
        item->w = item->h = 0;
        break;
    }

    return item->h;
}
Example #3
0
//
// Draw lobby team value
//
static void FE_DrawLobbyTeamValue(femenuitem_t *item, int x, int y)
{
    const char *text = FE_GetLobbyTeam();
    item->valx = x;
    item->valy = y;

    switch(item->font)
    {
    case FE_FONT_SMALL:
        item->valw = M_StringWidth(text);
        item->valh = 12;
        M_WriteText(x, y, text);
        break;
    case FE_FONT_BIG:
        item->valw = V_BigFontStringWidth(text);
        item->valh = 20;
        V_WriteBigText(text, x, y);
        break;
    default:
        item->valw = item->valh = 0;
        break;
    }
}
Example #4
0
//
// P_DialogDrawer
//
// This function is set as the drawer callback for the dialog menu.
//
static void P_DialogDrawer(void)
{
    angle_t angle;
    int y;
    int i;
    int height;
    int finaly;
    char choicetext[64];
    char choicetext2[64];

    // Run down bonuscount faster than usual so that flashes from being given
    // items are less obvious.
    if(dialogplayer->bonuscount)
    {
        dialogplayer->bonuscount -= 3;
        if(dialogplayer->bonuscount < 0)
            dialogplayer->bonuscount = 0;
    }

    angle = R_PointToAngle2(dialogplayer->mo->x,
                            dialogplayer->mo->y,
                            dialogtalker->x,
                            dialogtalker->y);
    angle -= dialogplayer->mo->angle;

    // Dismiss the dialog if the player is out of alignment, or the thing he was
    // talking to is now engaged in battle.
    if ((angle > ANG45 && angle < (ANG270+ANG45))
     || (dialogtalker->flags & MF_NODIALOG) != 0)
    {
        P_DialogDoChoice(dialogmenu.numitems - 1);
    }

    dialogtalker->reactiontime = 2;

    // draw background
    if(dialogbgpiclumpnum != -1)
    {
        patch_t *patch = W_CacheLumpNum(dialogbgpiclumpnum, PU_CACHE);
        V_DrawPatchDirect(0, 0, patch);
    }

    // if there's a valid background pic, delay drawing the rest of the menu 
    // for a while; otherwise, it will appear immediately
    if(dialogbgpiclumpnum == -1 || menupausetime <= gametic)
    {
        if(menuindialog)
        {
            // time to pause the game?
            if(menupausetime + 3 < gametic)
                menupause = true;
        }

        // draw character name
        M_WriteText(12, 18, dialogname);
        y = 28;

        // show text (optional for dialogs with voices)
        if(dialogshowtext || currentdialog->voice[0] == '\0')
            y = M_WriteText(20, 28, dialogtext);

        height = 20 * dialogmenu.numitems;

        finaly = 175 - height;     // preferred height
        if(y > finaly)
            finaly = 199 - height; // height it will bump down to if necessary.

        // draw divider
        M_WriteText(42, finaly - 6, DEH_String("______________________________"));

        dialogmenu.y = finaly + 6;
        y = 0;

        // draw the menu items
        for(i = 0; i < dialogmenu.numitems - 1; i++)
        {
            DEH_snprintf(choicetext, sizeof(choicetext),
                         "%d) %s", i + 1, currentdialog->choices[i].text);
            
            // alternate text for items that need money
            if(currentdialog->choices[i].needamounts[0] > 0)
            {
                // haleyjd 20120401: necessary to avoid undefined behavior:
                M_StringCopy(choicetext2, choicetext, sizeof(choicetext2));
                DEH_snprintf(choicetext, sizeof(choicetext),
                             "%s for %d", choicetext2,
                             currentdialog->choices[i].needamounts[0]);
            }

            M_WriteText(dialogmenu.x, dialogmenu.y + 3 + y, choicetext);
            y += 19;
        }

        // draw the final item for dismissing the dialog
        M_WriteText(dialogmenu.x, 19 * i + dialogmenu.y + 3, dialoglastmsgbuffer);
    }
}
Example #5
0
// Show map name and author.
void R_DrawLevelTitle(void)
{
	float   alpha = 1;
	int     y = 12;
	char   *lname, *lauthor, *ptr;

#if 0
	char    buf[80];

	//int st = players[consoleplayer].plr->psprites[0].state;
	sprintf(buf, "p0:%p/%p p1:%p/%p",	/*st==0? "bob" : st==1? "fire" : st==2? "down" : "up" */
			players[0].psprites[0].state, players[0].psprites[1].state,
			players[1].psprites[0].state, players[1].psprites[1].state);
	/*sprintf(buf, "p%i r%i", players[consoleplayer].pendingweapon,
	   players[consoleplayer].readyweapon); */
	M_WriteText(10, 50, buf);
#endif

	if(!cfg.levelTitle || actual_leveltime > 6 * 35)
		return;

	// Make the text a bit smaller.
	gl.MatrixMode(DGL_MODELVIEW);
	gl.PushMatrix();
	gl.Translatef(160, y, 0);
	gl.Scalef(.7f, .7f, 1);
	gl.Translatef(-160, -y, 0);

	if(actual_leveltime < 35)
		alpha = actual_leveltime / 35.0f;
	if(actual_leveltime > 5 * 35)
		alpha = 1 - (actual_leveltime - 5 * 35) / 35.0f;

	lname = (char *) Get(DD_MAP_NAME);
	lauthor = (char *) Get(DD_MAP_AUTHOR);
	// Plutonia and TNT are special cases.
	if(gamemission == pack_plut)
	{
		lname = mapnamesp[gamemap - 1];
		lauthor = PLUT_AUTHOR;
	}
	else if(gamemission == pack_tnt)
	{
		lname = mapnamest[gamemap - 1];
		lauthor = TNT_AUTHOR;
	}
	gl.Color4f(1, 1, 1, alpha);
	if(lname)
	{
		ptr = strchr(lname, ':');	// Skip the E#M# or Level #.
		if(ptr)
		{
			lname = ptr + 1;
			while(*lname && isspace(*lname))
				lname++;
		}
		M_WriteText2(160 - M_StringWidth(lname, hu_font_b) / 2, y, lname,
					 hu_font_b, -1, -1, -1);
		y += 14;				//9;
	}
	gl.Color4f(.5f, .5f, .5f, alpha);
	if(lauthor && (!cfg.hideAuthorIdSoft || stricmp(lauthor, "id software")))
	{
		M_WriteText2(160 - M_StringWidth(lauthor, hu_font) / 2, y, lauthor,
					 hu_font_a, -1, -1, -1);
	}

	gl.MatrixMode(DGL_MODELVIEW);
	gl.PopMatrix();
}
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer (void)
{
	unsigned short		i;
	short		max;
	char		string[40];
	int			start;

	::g->inhelpscreens = false;


	// Horiz. & Vertically center string and print it.
	if (::g->messageToPrint)
	{
		start = 0;
		::g->md_y = 100 - M_StringHeight(::g->messageString)/2;
		while(*(::g->messageString+start))
		{
			for (i = 0;i < strlen(::g->messageString+start);i++)
				if (*(::g->messageString+start+i) == '\n')
				{
					memset(string,0,40);
					strncpy(string,::g->messageString+start,i);
					start += i+1;
					break;
				}

				if (i == strlen(::g->messageString+start))
				{
					strcpy(string,::g->messageString+start);
					start += i;
				}

				::g->md_x = 160 - M_StringWidth(string)/2;
				M_WriteText(::g->md_x,::g->md_y,string);
				::g->md_y += SHORT(::g->hu_font[0]->height);
		}
		return;
	}


	if (!::g->menuactive)
		return;

	if (::g->currentMenu->routine)
		::g->currentMenu->routine();         // call Draw routine

	// DRAW MENU
	::g->md_x = ::g->currentMenu->x;
	::g->md_y = ::g->currentMenu->y;
	max = ::g->currentMenu->numitems;

	for (i=0;i<max;i++)
	{
		if (::g->currentMenu->menuitems[i].name[0])
			V_DrawPatchDirect (::g->md_x,::g->md_y,0,
			(patch_t*)W_CacheLumpName(::g->currentMenu->menuitems[i].name ,PU_CACHE_SHARED));
		::g->md_y += LINEHEIGHT;
	}


	// DRAW SKULL
	V_DrawPatchDirect(::g->md_x + SKULLXOFF,::g->currentMenu->y - 5 + ::g->itemOn*LINEHEIGHT, 0,
		(patch_t*)W_CacheLumpName(skullName[::g->whichSkull],PU_CACHE_SHARED));
}
Example #7
0
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer (void)
{
  static short	x;
  static short	y;
  short			i;
  short			max;
  char			string[40];
  int				start;

  inhelpscreens = false;


  // Horiz. & Vertically center string and print it.
  if (messageToPrint)
  {
    start = 0;
    y = (short)(100 - M_StringHeight(messageString)/2);
    while(*(messageString+start))
    {
      for (i = 0;i < CGDstrlen(messageString+start);i++)
        if (*(messageString+start+i) == '\n')
        {
          memset(string,0,40);
          CGDstrncpy(string,messageString+start,i);
          start += i+1;
          break;
        }

        if (i == CGDstrlen(messageString+start))
        {
          CGDstrcpy(string,messageString+start);
          start += i;
        }

        x = (short)(160 - M_StringWidth(string)/2);
        M_WriteText(x,y,string);
        y = y + SHORT(hu_font[0]->height);
    }
    return;
  }

  if (!menuactive)
    return;

  if (currentMenu->routine)
    currentMenu->routine();         // call Draw routine

  // DRAW MENU
  x = currentMenu->x;
  y = currentMenu->y;
  max = currentMenu->numitems;

  for (i=0;i<max;i++)
  {
    if (currentMenu->menuitems[i].name[0])
      V_DrawPatchDirect (x,y,0,W_CacheLumpNamePatch(currentMenu->menuitems[i].name ,PU_CACHE));
    y += LINEHEIGHT;
  }


  // DRAW SKULL
  V_DrawPatchDirect(x + SKULLXOFF,currentMenu->y - 5 + itemOn*LINEHEIGHT, 0,W_CacheLumpNamePatch(skullName[whichSkull],PU_CACHE));
}
Example #8
0
//
// haleyjd 20141022: [SVE] Alternate waiting on Steam clients
//
void NET_WaitForSteamLaunch(void)
{
    boolean isServer = (net_SteamNodeType == NET_STEAM_SERVER);
    const char *strConn = "Connecting Netgame";
    char numConn[64];
    char pressStr[64];
    char pressStr2[64];
    int strConnWidth, pressStrWidth, pressStrX, numConnWidth;
    const char *keyActivateName = GetNameForKey(key_menu_activate);
    const char *keyForwardName  = GetNameForKey(key_menu_forward);

    if(!keyActivateName)
        keyActivateName = "key_menu_activate";
    if(!keyForwardName)
        keyForwardName  = "key_menu_forward";

    M_snprintf(pressStr, sizeof(pressStr), "(Press %s to cancel%c",
               keyActivateName, isServer ? ',' : ')');
    if(isServer)
    {
        M_snprintf(pressStr2, sizeof(pressStr2), "%s to start now)",
                   keyForwardName);
    }
    strConnWidth  = V_BigFontStringWidth(strConn);
    pressStrWidth = M_StringWidth(pressStr);
    pressStrX     = (SCREENWIDTH - pressStrWidth) / 2;

    expected_nodes = net_SteamNumNodes;

    while(net_waiting_for_launch)
    {
        event_t *ev;

        CheckAutoLaunch();

        I_StartTic();
        
        while((ev = D_PopEvent()))
        {
            switch(ev->type)
            {
            case ev_keydown:
                if(ev->data1 == key_menu_activate)
                    I_Quit();
                if(ev->data1 == key_menu_forward && isServer)
                    StartGame(NULL, NULL);
                break;
            default:
                break;
            }
        }

        if(use3drenderer)
            RB_ClearBuffer(GLCB_COLOR);

        M_snprintf(numConn, sizeof(numConn), "%d of %d nodes connected",
                   NumConnected(), net_SteamNumNodes);
        numConnWidth = M_StringWidth(numConn);

        V_DrawFilledBox(0, 0, SCREENWIDTH, SCREENHEIGHT, 0);
        V_WriteBigText(strConn, (SCREENWIDTH - strConnWidth)/2, 60);
        M_WriteText((SCREENWIDTH - numConnWidth)/2, 100, numConn);
        M_WriteText(pressStrX, 112, pressStr);
        if(isServer)
            M_WriteText(pressStrX+12, 124, pressStr2);

        NET_CL_Run();
        NET_SV_Run();

        if(!net_client_connected)
            I_Error("Lost connection to server");

        I_FinishUpdate();
        I_Sleep(100);        
    }
}