Kart-Public/src/hu_stuff.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2016-07-06 04:09:17 +00:00
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// 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 hu_stuff.c
/// \brief Heads up display
#include "doomdef.h"
#include "byteptr.h"
#include "hu_stuff.h"
#include "m_menu.h" // gametype_cons_t
#include "m_cond.h" // emblems
#include "d_clisrv.h"
#include "g_game.h"
#include "g_input.h"
#include "i_video.h"
#include "i_system.h"
#include "st_stuff.h" // ST_HEIGHT
#include "r_local.h"
#include "keys.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
#include "console.h"
#include "am_map.h"
#include "d_main.h"
#include "p_local.h" // camera, camera2, camera3, camera4
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#include "p_tick.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
#ifdef HAVE_BLUA
#include "lua_hud.h"
#include "lua_hook.h"
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#endif
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#include "k_kart.h"
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// coords are scaled
#define HU_INPUTX 0
#define HU_INPUTY 0
#define HU_SERVER_SAY 1 // Server message (dedicated).
#define HU_CSAY 2 // Server CECHOes to everyone.
//-------------------------------------------
// heads up font
//-------------------------------------------
patch_t *hu_font[HU_FONTSIZE];
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patch_t *kart_font[KART_FONTSIZE]; // SRB2kart
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patch_t *tny_font[HU_FONTSIZE];
patch_t *tallnum[10]; // 0-9
patch_t *nightsnum[10]; // 0-9
// Level title and credits fonts
patch_t *lt_font[LT_FONTSIZE];
patch_t *cred_font[CRED_FONTSIZE];
static player_t *plr;
boolean chat_on; // entering a chat message?
static char w_chat[HU_MAXMSGLEN];
static UINT32 c_input = 0; // let's try to make the chat input less shitty.
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static boolean headsupactive = false;
boolean hu_showscores; // draw rankings
static char hu_tick;
patch_t *rflagico;
patch_t *bflagico;
patch_t *rmatcico;
patch_t *bmatcico;
patch_t *tagico;
patch_t *tallminus;
//-------------------------------------------
// coop hud
//-------------------------------------------
patch_t *emeraldpics[7];
patch_t *tinyemeraldpics[7];
static patch_t *emblemicon;
static patch_t *tokenicon;
//-------------------------------------------
// misc vars
//-------------------------------------------
// crosshair 0 = off, 1 = cross, 2 = angle, 3 = point, see m_menu.c
static patch_t *crosshair[HU_CROSSHAIRS]; // 3 precached crosshair graphics
// -------
// protos.
// -------
static void HU_DrawRankings(void);
//static void HU_DrawCoopOverlay(void);
//static void HU_DrawNetplayCoopOverlay(void);
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//======================================================================
// KEYBOARD LAYOUTS FOR ENTERING TEXT
//======================================================================
char *shiftxform;
char english_shiftxform[] =
{
0,
1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
31,
' ', '!', '"', '#', '$', '%', '&',
'"', // shift-'
'(', ')', '*', '+',
'<', // shift-,
'_', // shift--
'>', // shift-.
'?', // shift-/
')', // shift-0
'!', // shift-1
'@', // shift-2
'#', // shift-3
'$', // shift-4
'%', // shift-5
'^', // shift-6
'&', // shift-7
'*', // shift-8
'(', // shift-9
':',
':', // shift-;
'<',
'+', // shift-=
'>', '?', '@',
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'{', // shift-[
'|', // shift-backslash - OH MY GOD DOES WATCOM SUCK
'}', // shift-]
'"', '_',
'~', // shift-`
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'{', '|', '}', '~', 127
};
static char cechotext[1024];
static tic_t cechotimer = 0;
static tic_t cechoduration = 5*TICRATE;
static INT32 cechoflags = 0;
//======================================================================
// HEADS UP INIT
//======================================================================
#ifndef NONET
// just after
static void Command_Say_f(void);
static void Command_Sayto_f(void);
static void Command_Sayteam_f(void);
static void Command_CSay_f(void);
static void Got_Saycmd(UINT8 **p, INT32 playernum);
#endif
void HU_LoadGraphics(void)
{
char buffer[9];
INT32 i, j;
if (dedicated)
return;
j = HU_FONTSTART;
for (i = 0; i < HU_FONTSIZE; i++, j++)
{
// cache the heads-up font for entire game execution
sprintf(buffer, "STCFN%.3d", j);
if (W_CheckNumForName(buffer) == LUMPERROR)
hu_font[i] = NULL;
else
hu_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
// tiny version of the heads-up font
sprintf(buffer, "TNYFN%.3d", j);
if (W_CheckNumForName(buffer) == LUMPERROR)
tny_font[i] = NULL;
else
tny_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the level title font for entire game execution
lt_font[0] = (patch_t *)W_CachePatchName("LTFNT039", PU_HUDGFX); /// \note fake start hack
// Number support
lt_font[9] = (patch_t *)W_CachePatchName("LTFNT048", PU_HUDGFX);
lt_font[10] = (patch_t *)W_CachePatchName("LTFNT049", PU_HUDGFX);
lt_font[11] = (patch_t *)W_CachePatchName("LTFNT050", PU_HUDGFX);
lt_font[12] = (patch_t *)W_CachePatchName("LTFNT051", PU_HUDGFX);
lt_font[13] = (patch_t *)W_CachePatchName("LTFNT052", PU_HUDGFX);
lt_font[14] = (patch_t *)W_CachePatchName("LTFNT053", PU_HUDGFX);
lt_font[15] = (patch_t *)W_CachePatchName("LTFNT054", PU_HUDGFX);
lt_font[16] = (patch_t *)W_CachePatchName("LTFNT055", PU_HUDGFX);
lt_font[17] = (patch_t *)W_CachePatchName("LTFNT056", PU_HUDGFX);
lt_font[18] = (patch_t *)W_CachePatchName("LTFNT057", PU_HUDGFX);
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// SRB2kart
j = KART_FONTSTART;
for (i = 0; i < KART_FONTSIZE; i++, j++)
{
// cache the heads-up font for entire game execution
sprintf(buffer, "MKFNT%.3d", j);
if (W_CheckNumForName(buffer) == LUMPERROR)
kart_font[i] = NULL;
else
kart_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
//
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j = LT_FONTSTART;
for (i = 0; i < LT_FONTSIZE; i++)
{
sprintf(buffer, "LTFNT%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
lt_font[i] = NULL;
else
lt_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the credits font for entire game execution (why not?)
j = CRED_FONTSTART;
for (i = 0; i < CRED_FONTSIZE; i++)
{
sprintf(buffer, "CRFNT%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
cred_font[i] = NULL;
else
cred_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
//cache numbers too!
for (i = 0; i < 10; i++)
{
sprintf(buffer, "STTNUM%d", i);
tallnum[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
sprintf(buffer, "NGTNUM%d", i);
nightsnum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
// minus for negative tallnums
tallminus = (patch_t *)W_CachePatchName("STTMINUS", PU_HUDGFX);
// cache the crosshairs, don't bother to know which one is being used,
// just cache all 3, they're so small anyway.
for (i = 0; i < HU_CROSSHAIRS; i++)
{
sprintf(buffer, "CROSHAI%c", '1'+i);
crosshair[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
emblemicon = W_CachePatchName("EMBLICON", PU_HUDGFX);
tokenicon = W_CachePatchName("TOKNICON", PU_HUDGFX);
emeraldpics[0] = W_CachePatchName("CHAOS1", PU_HUDGFX);
emeraldpics[1] = W_CachePatchName("CHAOS2", PU_HUDGFX);
emeraldpics[2] = W_CachePatchName("CHAOS3", PU_HUDGFX);
emeraldpics[3] = W_CachePatchName("CHAOS4", PU_HUDGFX);
emeraldpics[4] = W_CachePatchName("CHAOS5", PU_HUDGFX);
emeraldpics[5] = W_CachePatchName("CHAOS6", PU_HUDGFX);
emeraldpics[6] = W_CachePatchName("CHAOS7", PU_HUDGFX);
tinyemeraldpics[0] = W_CachePatchName("TEMER1", PU_HUDGFX);
tinyemeraldpics[1] = W_CachePatchName("TEMER2", PU_HUDGFX);
tinyemeraldpics[2] = W_CachePatchName("TEMER3", PU_HUDGFX);
tinyemeraldpics[3] = W_CachePatchName("TEMER4", PU_HUDGFX);
tinyemeraldpics[4] = W_CachePatchName("TEMER5", PU_HUDGFX);
tinyemeraldpics[5] = W_CachePatchName("TEMER6", PU_HUDGFX);
tinyemeraldpics[6] = W_CachePatchName("TEMER7", PU_HUDGFX);
}
// Initialise Heads up
// once at game startup.
//
void HU_Init(void)
{
#ifndef NONET
COM_AddCommand("say", Command_Say_f);
COM_AddCommand("sayto", Command_Sayto_f);
COM_AddCommand("sayteam", Command_Sayteam_f);
COM_AddCommand("csay", Command_CSay_f);
RegisterNetXCmd(XD_SAY, Got_Saycmd);
#endif
// set shift translation table
shiftxform = english_shiftxform;
HU_LoadGraphics();
}
static inline void HU_Stop(void)
{
headsupactive = false;
}
//
// Reset Heads up when consoleplayer spawns
//
void HU_Start(void)
{
if (headsupactive)
HU_Stop();
plr = &players[consoleplayer];
headsupactive = true;
}
//======================================================================
// EXECUTION
//======================================================================
#ifndef NONET
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// EVERY CHANGE IN THIS SCRIPT IS LOL XD! BY VINCYTM
static UINT32 chat_nummsg_log = 0;
static UINT32 chat_nummsg_min = 0;
static UINT32 chat_scroll = 0;
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static tic_t chat_scrolltime = 0;
static UINT32 chat_maxscroll = 0; // how far can we scroll?
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//static chatmsg_t chat_mini[CHAT_BUFSIZE]; // Display the last few messages sent.
//static chatmsg_t chat_log[CHAT_BUFSIZE]; // Keep every message sent to us in memory so we can scroll n shit, it's cool.
static char chat_log[CHAT_BUFSIZE][255]; // hold the last 48 or so messages in that log.
static char chat_mini[8][255]; // display up to 8 messages that will fade away / get overwritten
static tic_t chat_timers[8];
static boolean chat_scrollmedown = false; // force instant scroll down on the chat log. Happens when you open it / send a message.
// remove text from minichat table
static INT16 addy = 0; // use this to make the messages scroll smoothly when one fades away
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static void HU_removeChatText_Mini(void)
{
// MPC: Don't create new arrays, just iterate through an existing one
UINT32 i;
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for(i=0;i<chat_nummsg_min-1;i++) {
strcpy(chat_mini[i], chat_mini[i+1]);
chat_timers[i] = chat_timers[i+1];
}
chat_nummsg_min--; // lost 1 msg.
// use addy and make shit slide smoothly af.
addy += (vid.width < 640) ? 8 : 6;
}
// same but w the log. TODO: optimize this and maybe merge in a single func? im bad at C.
static void HU_removeChatText_Log(void)
{
// MPC: Don't create new arrays, just iterate through an existing one
UINT32 i;
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for(i=0;i<chat_nummsg_log-1;i++) {
strcpy(chat_log[i], chat_log[i+1]);
}
chat_nummsg_log--; // lost 1 msg.
}
void HU_AddChatText(const char *text, boolean playsound)
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{
if (playsound && cv_consolechat.value != 2) // Don't play the sound if we're using hidden chat.
S_StartSound(NULL, sfx_radio);
// reguardless of our preferences, put all of this in the chat buffer in case we decide to change from oldchat mid-game.
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if (chat_nummsg_log >= CHAT_BUFSIZE)
HU_removeChatText_Log();
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strcpy(chat_log[chat_nummsg_log], text);
chat_nummsg_log++;
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if (chat_nummsg_min >= 8)
HU_removeChatText_Mini();
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strcpy(chat_mini[chat_nummsg_min], text);
chat_timers[chat_nummsg_min] = TICRATE*cv_chattime.value;
chat_nummsg_min++;
if (OLDCHAT) // if we're using oldchat, print directly in console
CONS_Printf("%s\n", text);
else // if we aren't, still save the message to log.txt
CON_LogMessage(va("%s\n", text));
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}
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/** Runs a say command, sending an ::XD_SAY message.
* A say command consists of a signed 8-bit integer for the target, an
* unsigned 8-bit flag variable, and then the message itself.
*
* The target is 0 to say to everyone, 1 to 32 to say to that player, or -1
* to -32 to say to everyone on that player's team. Note: This means you
* have to add 1 to the player number, since they are 0 to 31 internally.
*
* The flag HU_SERVER_SAY will be set if it is the dedicated server speaking.
*
* This function obtains the message using COM_Argc() and COM_Argv().
*
* \param target Target to send message to.
* \param usedargs Number of arguments to ignore.
* \param flags Set HU_CSAY for server/admin to CECHO everyone.
* \sa Command_Say_f, Command_Sayteam_f, Command_Sayto_f, Got_Saycmd
* \author Graue <graue@oceanbase.org>
*/
static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
{
XBOXSTATIC char buf[254];
size_t numwords, ix;
char *msg = &buf[2];
const size_t msgspace = sizeof buf - 2;
numwords = COM_Argc() - usedargs;
I_Assert(numwords > 0);
if (CHAT_MUTE) // TODO: Per Player mute.
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{
HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
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return;
}
// Only servers/admins can CSAY.
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if(!server && !(IsPlayerAdmin(consoleplayer)))
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flags &= ~HU_CSAY;
// We handle HU_SERVER_SAY, not the caller.
flags &= ~HU_SERVER_SAY;
if(dedicated && !(flags & HU_CSAY))
flags |= HU_SERVER_SAY;
buf[0] = target;
buf[1] = flags;
msg[0] = '\0';
for (ix = 0; ix < numwords; ix++)
{
if (ix > 0)
strlcat(msg, " ", msgspace);
strlcat(msg, COM_Argv(ix + usedargs), msgspace);
}
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if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
{
// what we're gonna do now is check if the node exists
// with that logic, characters 4 and 5 are our numbers:
const char *newmsg;
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int spc = 1; // used if nodenum[1] is a space.
char *nodenum = (char*) malloc(3);
strncpy(nodenum, msg+3, 5);
// check for undesirable characters in our "number"
if (((nodenum[0] < '0') || (nodenum[0] > '9')) || ((nodenum[1] < '0') || (nodenum[1] > '9')))
{
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// check if nodenum[1] is a space
if (nodenum[1] == ' ')
spc = 0;
// let it slide
else
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false);
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return;
}
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}
// I'm very bad at C, I swear I am, additional checks eww!
if (spc != 0)
{
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if (msg[5] != ' ')
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false);
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return;
}
}
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target = atoi((const char*) nodenum); // turn that into a number
//CONS_Printf("%d\n", target);
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// check for target player, if it doesn't exist then we can't send the message!
if (playeringame[target]) // player exists
target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
else
{
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
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return;
}
buf[0] = target;
newmsg = msg+5+spc;
memcpy(msg, newmsg, 252);
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}
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SendNetXCmd(XD_SAY, buf, strlen(msg) + 1 + msg-buf);
}
/** Send a message to everyone.
* \sa DoSayCommand, Command_Sayteam_f, Command_Sayto_f
* \author Graue <graue@oceanbase.org>
*/
static void Command_Say_f(void)
{
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("say <message>: send a message\n"));
return;
}
DoSayCommand(0, 1, 0);
}
/** Send a message to a particular person.
* \sa DoSayCommand, Command_Sayteam_f, Command_Say_f
* \author Graue <graue@oceanbase.org>
*/
static void Command_Sayto_f(void)
{
INT32 target;
if (COM_Argc() < 3)
{
CONS_Printf(M_GetText("sayto <playername|playernum> <message>: send a message to a player\n"));
return;
}
target = nametonum(COM_Argv(1));
if (target == -1)
{
CONS_Alert(CONS_NOTICE, M_GetText("No player with that name!\n"));
return;
}
target++; // Internally we use 0 to 31, but say command uses 1 to 32.
DoSayCommand((SINT8)target, 2, 0);
}
/** Send a message to members of the player's team.
* \sa DoSayCommand, Command_Say_f, Command_Sayto_f
* \author Graue <graue@oceanbase.org>
*/
static void Command_Sayteam_f(void)
{
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("sayteam <message>: send a message to your team\n"));
return;
}
if (dedicated)
{
CONS_Alert(CONS_NOTICE, M_GetText("Dedicated servers can't send team messages. Use \"say\".\n"));
return;
}
if (G_GametypeHasTeams()) // revert to normal say if we don't have teams in this gametype.
DoSayCommand(-1, 1, 0);
else
DoSayCommand(0, 1, 0);
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}
/** Send a message to everyone, to be displayed by CECHO. Only
* permitted to servers and admins.
*/
static void Command_CSay_f(void)
{
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("csay <message>: send a message to be shown in the middle of the screen\n"));
return;
}
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if(!server && !IsPlayerAdmin(consoleplayer))
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{
CONS_Alert(CONS_NOTICE, M_GetText("Only servers and admins can use csay.\n"));
return;
}
DoSayCommand(0, 1, HU_CSAY);
}
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static tic_t stop_spamming_you_cunt[MAXPLAYERS];
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/** Receives a message, processing an ::XD_SAY command.
* \sa DoSayCommand
* \author Graue <graue@oceanbase.org>
*/
static void Got_Saycmd(UINT8 **p, INT32 playernum)
{
SINT8 target;
UINT8 flags;
const char *dispname;
char *msg;
boolean action = false;
char *ptr;
int spam_eatmsg = 0;
CONS_Debug(DBG_NETPLAY,"Received SAY cmd from Player %d (%s)\n", playernum+1, player_names[playernum]);
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target = READSINT8(*p);
flags = READUINT8(*p);
msg = (char *)*p;
SKIPSTRING(*p);
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if ((cv_mute.value || flags & (HU_CSAY|HU_SERVER_SAY)) && playernum != serverplayer && !(IsPlayerAdmin(playernum)))
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{
CONS_Alert(CONS_WARNING, cv_mute.value ?
M_GetText("Illegal say command received from %s while muted\n") : M_GetText("Illegal csay command received from non-admin %s\n"),
player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
//check for invalid characters (0x80 or above)
{
size_t i;
const size_t j = strlen(msg);
for (i = 0; i < j; i++)
{
if (msg[i] & 0x80)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal say command received from %s containing invalid characters\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC char buf[2];
buf[0] = (char)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
}
}
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// before we do anything, let's verify the guy isn't spamming, get this easier on us.
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//if (stop_spamming_you_cunt[playernum] != 0 && cv_chatspamprotection.value && !(flags & HU_CSAY))
if (stop_spamming_you_cunt[playernum] != 0 && consoleplayer != playernum && cv_chatspamprotection.value && !(flags & HU_CSAY))
{
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CONS_Debug(DBG_NETPLAY,"Received SAY cmd too quickly from Player %d (%s), assuming as spam and blocking message.\n", playernum+1, player_names[playernum]);
stop_spamming_you_cunt[playernum] = 4;
spam_eatmsg = 1;
}
else
stop_spamming_you_cunt[playernum] = 4; // you can hold off for 4 tics, can you?
2018-06-15 10:20:01 +00:00
// run the lua hook even if we were supposed to eat the msg, netgame consistency goes first.
#ifdef HAVE_BLUA
2018-06-15 10:20:01 +00:00
if (LUAh_PlayerMsg(playernum, target, flags, msg, spam_eatmsg))
return;
#endif
2018-06-15 10:20:01 +00:00
if (spam_eatmsg)
return; // don't proceed if we were supposed to eat the message.
2014-03-15 16:59:03 +00:00
// If it's a CSAY, just CECHO and be done with it.
if (flags & HU_CSAY)
{
HU_SetCEchoDuration(5);
I_OutputMsg("Server message: ");
HU_DoCEcho(msg);
return;
}
// Handle "/me" actions, but only in messages to everyone.
if (target == 0 && strlen(msg) > 4 && strnicmp(msg, "/me ", 4) == 0)
{
msg += 4;
action = true;
}
if (flags & HU_SERVER_SAY)
dispname = "SERVER";
else
dispname = player_names[playernum];
// Clean up message a bit
// If you use a \r character, you can remove your name
// from before the text and then pretend to be someone else!
ptr = msg;
while (*ptr != '\0')
{
if (*ptr == '\r')
*ptr = ' ';
ptr++;
}
// Show messages sent by you, to you, to your team, or to everyone:
if (playernum == consoleplayer // By you
|| (target == -1 && ST_SameTeam(&players[consoleplayer], &players[playernum])) // To your team
|| target == 0 // To everyone
|| consoleplayer == target-1) // To you
{
const char *prefix = "", *cstart = "", *cend = "", *adminchar = "\x82~\x83", *remotechar = "\x82@\x83", *fmt2, *textcolor = "\x80";
2014-03-15 16:59:03 +00:00
char *tempchar = NULL;
// player is a spectator?
if (players[playernum].spectator)
{
cstart = "\x86"; // grey name
textcolor = "\x86";
}
else if (target == -1) // say team
{
if (players[playernum].ctfteam == 1) // red
{
cstart = "\x85";
textcolor = "\x85";
}
else // blue
{
cstart = "\x84";
textcolor = "\x84";
}
}
else
{
const UINT8 color = players[playernum].skincolor;
2018-09-22 19:56:44 +00:00
if (color <= SKINCOLOR_SILVER || color == SKINCOLOR_SLATE)
cstart = "\x80"; // white
else if (color <= SKINCOLOR_BLACK || color == SKINCOLOR_JET)
cstart = "\x86"; // V_GRAYMAP
else if (color <= SKINCOLOR_LEATHER)
cstart = "\x8e"; // V_BROWNMAP
2018-09-22 19:56:44 +00:00
else if (color <= SKINCOLOR_ROSE || color == SKINCOLOR_LILAC)
cstart = "\x8d"; // V_PINKMAP
else if (color <= SKINCOLOR_KETCHUP)
cstart = "\x85"; // V_REDMAP
else if (color <= SKINCOLOR_TANGERINE)
cstart = "\x87"; // V_ORANGEMAP
else if (color <= SKINCOLOR_CARAMEL)
cstart = "\x8f"; // V_PEACHMAP
else if (color <= SKINCOLOR_BRONZE)
cstart = "\x8A"; // V_GOLDMAP
2018-10-04 18:28:38 +00:00
else if (color <= SKINCOLOR_OLIVE)
cstart = "\x82"; // V_YELLOWMAP
else if (color <= SKINCOLOR_PISTACHIO)
cstart = "\x8b"; // V_TEAMAP
2018-10-04 18:28:38 +00:00
else if (color <= SKINCOLOR_DREAM || color == SKINCOLOR_LIME)
cstart = "\x83"; // V_GREENMAP
else if (color <= SKINCOLOR_NAVY || color == SKINCOLOR_SAPPHIRE)
cstart = "\x88"; // V_SKYMAP
else if (color <= SKINCOLOR_STEEL)
cstart = "\x8c"; // V_STEELMAP
else if (color <= SKINCOLOR_BLUEBERRY)
cstart = "\x84"; // V_BLUEMAP
else if (color == SKINCOLOR_PURPLE)
cstart = "\x81"; // V_PURPLEMAP
else //if (color <= SKINCOLOR_POMEGRANATE)
cstart = "\x89"; // V_LAVENDERMAP
}
prefix = cstart;
2014-03-15 16:59:03 +00:00
// Give admins and remote admins their symbols.
if (playernum == serverplayer)
tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(adminchar) + 1, PU_STATIC, NULL);
2017-11-11 05:34:37 +00:00
else if (IsPlayerAdmin(playernum))
2014-03-15 16:59:03 +00:00
tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(remotechar) + 1, PU_STATIC, NULL);
if (tempchar)
{
if (playernum == serverplayer)
strcat(tempchar, adminchar);
else
strcat(tempchar, remotechar);
2018-06-15 10:20:01 +00:00
strcat(tempchar, cstart);
2014-03-15 16:59:03 +00:00
cstart = tempchar;
}
// Choose the proper format string for display.
// Each format includes four strings: color start, display
// name, color end, and the message itself.
// '\4' makes the message yellow and beeps; '\3' just beeps.
if (action)
fmt2 = "* %s%s%s%s \x82%s%s";
2014-03-15 16:59:03 +00:00
else if (target-1 == consoleplayer) // To you
2018-06-15 10:20:01 +00:00
{
prefix = "\x82[PM]";
cstart = "\x82";
textcolor = "\x82";
fmt2 = "%s<%s%s>%s\x80 %s%s";
2018-06-15 10:20:01 +00:00
}
2014-03-15 16:59:03 +00:00
else if (target > 0) // By you, to another player
{
// Use target's name.
dispname = player_names[target-1];
2018-06-15 10:20:01 +00:00
prefix = "\x82[TO]";
cstart = "\x82";
fmt2 = "%s<%s%s>%s\x80 %s%s";
2014-03-15 16:59:03 +00:00
}
else // To everyone or sayteam, it doesn't change anything.
fmt2 = "%s<%s%s%s>\x80 %s%s";
/*else // To your team
2018-06-15 10:20:01 +00:00
{
if (players[playernum].ctfteam == 1) // red
prefix = "\x85[TEAM]";
2018-06-15 10:20:01 +00:00
else if (players[playernum].ctfteam == 2) // blue
prefix = "\x84[TEAM]";
else
prefix = "\x83"; // makes sure this doesn't implode if you sayteam on non-team gamemodes
fmt = "\3%s<%s%s>\x80%s %s%s\n";
fmt2 = "%s<%s%s>\x80%s %s%s";
}*/
HU_AddChatText(va(fmt2, prefix, cstart, dispname, cend, textcolor, msg), cv_chatnotifications.value); // add to chat
2014-03-15 16:59:03 +00:00
if (tempchar)
Z_Free(tempchar);
}
2014-03-17 12:13:16 +00:00
#ifdef _DEBUG
// I just want to point out while I'm here that because the data is still
// sent to all players, techincally anyone can see your chat if they really
// wanted to, even if you used sayto or sayteam.
// You should never send any sensitive info through sayto for that reason.
2014-03-15 16:59:03 +00:00
else
CONS_Printf("Dropped chat: %d %d %s\n", playernum, target, msg);
2014-03-17 12:13:16 +00:00
#endif
2014-03-15 16:59:03 +00:00
}
#endif
// Handles key input and string input
//
static inline boolean HU_keyInChatString(char *s, char ch)
{
size_t l;
if ((ch >= HU_FONTSTART && ch <= HU_FONTEND && hu_font[ch-HU_FONTSTART])
|| ch == ' ') // Allow spaces, of course
{
l = strlen(s);
if (l < HU_MAXMSGLEN - 1)
{
2018-06-15 10:20:01 +00:00
if (c_input >= strlen(s)) // don't do anything complicated
{
s[l++] = ch;
s[l]=0;
}
2018-06-15 10:20:01 +00:00
else
{
2018-06-15 10:20:01 +00:00
// move everything past c_input for new characters:
UINT32 m = HU_MAXMSGLEN-1;
2018-06-15 10:20:01 +00:00
for (;(m>=c_input);m--)
{
if (s[m])
s[m+1] = (s[m]);
if (m < 1)
break; // fix the chat going ham if your replace the first character. (For whatever reason this didn't happen in vanilla????)
2018-06-15 10:20:01 +00:00
}
s[c_input] = ch; // and replace this.
}
c_input++;
2014-03-15 16:59:03 +00:00
return true;
}
return false;
}
else if (ch == KEY_BACKSPACE)
{
size_t i;
2018-06-15 10:20:01 +00:00
if (c_input <= 0)
return false;
i = c_input;
2018-06-15 10:20:01 +00:00
if (!s[i-1])
return false;
2018-06-15 10:20:01 +00:00
if (i >= strlen(s)-1)
{
2018-06-15 10:20:01 +00:00
s[strlen(s)-1] = 0;
c_input--;
2014-03-15 16:59:03 +00:00
return false;
}
2018-06-15 10:20:01 +00:00
for (; (i < HU_MAXMSGLEN); i++)
{
2018-06-15 10:20:01 +00:00
s[i-1] = s[i];
}
c_input--;
2014-03-15 16:59:03 +00:00
}
else if (ch != KEY_ENTER)
return false; // did not eat key
return true; // ate the key
}
//
//
void HU_Ticker(void)
{
if (dedicated)
return;
hu_tick++;
hu_tick &= 7; // currently only to blink chat input cursor
if (PLAYER1INPUTDOWN(gc_scores))
hu_showscores = !chat_on;
else
hu_showscores = false;
}
static boolean teamtalk = false;
2018-06-15 10:20:01 +00:00
// WHY DO YOU OVERCOMPLICATE EVERYTHING?????????
2014-03-15 16:59:03 +00:00
//
//
static void HU_queueChatChar(INT32 c)
2014-03-15 16:59:03 +00:00
{
// send automaticly the message (no more chat char)
if (c == KEY_ENTER)
{
char buf[2+256];
size_t ci = 2;
2018-06-15 10:20:01 +00:00
char *msg = &buf[2];
size_t i;
INT32 target = 0;
2014-03-15 16:59:03 +00:00
do {
2018-06-15 10:20:01 +00:00
c = w_chat[-2+ci++];
2014-03-15 16:59:03 +00:00
if (!c || (c >= ' ' && !(c & 0x80))) // copy printable characters and terminating '\0' only.
2018-06-15 10:20:01 +00:00
buf[ci-1]=c;
2014-03-15 16:59:03 +00:00
} while (c);
i = 0;
2018-06-15 10:20:01 +00:00
for (;(i<HU_MAXMSGLEN);i++)
w_chat[i] = 0; // reset this.
2018-06-15 10:20:01 +00:00
c_input = 0;
2014-03-15 16:59:03 +00:00
// last minute mute check
if (CHAT_MUTE)
2014-03-15 16:59:03 +00:00
{
HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
2014-03-15 16:59:03 +00:00
return;
}
2018-06-15 10:20:01 +00:00
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
{
int spc;
char *nodenum;
const char *newmsg;
2018-06-15 10:20:01 +00:00
// what we're gonna do now is check if the node exists
// with that logic, characters 4 and 5 are our numbers:
2018-06-15 10:20:01 +00:00
// teamtalk can't send PMs, just don't send it, else everyone would be able to see it, and no one wants to see your sex RP sicko.
if (teamtalk)
{
HU_AddChatText(va("%sCannot send sayto in Say-Team.", "\x85"), false);
2018-06-15 10:20:01 +00:00
return;
}
spc = 1; // used if nodenum[1] is a space.
nodenum = (char*) malloc(3);
2018-06-15 10:20:01 +00:00
strncpy(nodenum, msg+3, 5);
// check for undesirable characters in our "number"
if (((nodenum[0] < '0') || (nodenum[0] > '9')) || ((nodenum[1] < '0') || (nodenum[1] > '9')))
{
2018-06-15 10:20:01 +00:00
// check if nodenum[1] is a space
if (nodenum[1] == ' ')
spc = 0;
// let it slide
else
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false);
2018-06-15 10:20:01 +00:00
return;
}
2018-06-15 10:20:01 +00:00
}
// I'm very bad at C, I swear I am, additional checks eww!
if (spc != 0)
{
2018-06-15 10:20:01 +00:00
if (msg[5] != ' ')
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false);
2018-06-15 10:20:01 +00:00
return;
}
}
2018-06-15 10:20:01 +00:00
target = atoi((const char*) nodenum); // turn that into a number
//CONS_Printf("%d\n", target);
2018-06-15 10:20:01 +00:00
// check for target player, if it doesn't exist then we can't send the message!
if (playeringame[target]) // player exists
target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
else
{
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
2018-06-15 10:20:01 +00:00
return;
}
// we need to get rid of the /pm<node>
newmsg = msg+5+spc;
2018-06-15 10:20:01 +00:00
memcpy(msg, newmsg, 255);
}
2014-03-15 16:59:03 +00:00
if (ci > 3) // don't send target+flags+empty message.
{
if (teamtalk)
buf[0] = -1; // target
else
2018-06-15 10:20:01 +00:00
buf[0] = target;
2014-03-15 16:59:03 +00:00
buf[1] = 0; // flags
SendNetXCmd(XD_SAY, buf, 2 + strlen(&buf[2]) + 1);
}
return;
}
}
void HU_clearChatChars(void)
{
2018-06-15 10:20:01 +00:00
size_t i = 0;
for (;i<HU_MAXMSGLEN;i++)
w_chat[i] = 0; // reset this.
2014-03-15 16:59:03 +00:00
chat_on = false;
2018-06-15 10:20:01 +00:00
c_input = 0;
2014-03-15 16:59:03 +00:00
}
2018-06-15 10:20:01 +00:00
static boolean justscrolleddown;
static boolean justscrolledup;
2014-03-15 16:59:03 +00:00
//
// Returns true if key eaten
//
boolean HU_Responder(event_t *ev)
{
INT32 c=0;
2014-03-15 16:59:03 +00:00
if (ev->type != ev_keydown)
return false;
// only KeyDown events now...
2018-10-25 18:02:43 +00:00
// Shoot, to prevent P1 chatting from ruining the game for everyone else, it's either:
// A. completely disallow opening chat entirely in online splitscreen
// or B. iterate through all controls to make sure it's bound to player 1 before eating
// You can see which one I chose.
// (Unless if you're sharing a keyboard, since you probably establish when you start chatting that you have dibs on it...)
// (Ahhh, the good ol days when I was a kid who couldn't afford an extra USB controller...)
if (ev->data1 >= KEY_MOUSE1)
{
INT32 i;
for (i = 0; i < num_gamecontrols; i++)
{
if (gamecontrol[i][0] == ev->data1 || gamecontrol[i][1] == ev->data1)
break;
}
if (i == num_gamecontrols)
return false;
}
2014-03-15 16:59:03 +00:00
if (!chat_on)
{
// enter chat mode
if ((ev->data1 == gamecontrol[gc_talkkey][0] || ev->data1 == gamecontrol[gc_talkkey][1])
&& netgame && !OLD_MUTE) // check for old chat mute, still let the players open the chat incase they want to scroll otherwise.
2014-03-15 16:59:03 +00:00
{
chat_on = true;
w_chat[0] = 0;
teamtalk = false;
2018-06-15 10:20:01 +00:00
chat_scrollmedown = true;
2014-03-15 16:59:03 +00:00
return true;
}
if ((ev->data1 == gamecontrol[gc_teamkey][0] || ev->data1 == gamecontrol[gc_teamkey][1])
&& netgame && !OLD_MUTE)
2014-03-15 16:59:03 +00:00
{
chat_on = true;
w_chat[0] = 0;
teamtalk = G_GametypeHasTeams(); // Don't teamtalk if we don't have teams.
2018-06-15 10:20:01 +00:00
chat_scrollmedown = true;
2014-03-15 16:59:03 +00:00
return true;
}
}
else // if chat_on
{
// Ignore modifier keys
// Note that we do this here so users can still set
// their chat keys to one of these, if they so desire.
if (ev->data1 == KEY_LSHIFT || ev->data1 == KEY_RSHIFT
|| ev->data1 == KEY_LCTRL || ev->data1 == KEY_RCTRL
|| ev->data1 == KEY_LALT || ev->data1 == KEY_RALT)
return true;
c = (INT32)ev->data1;
2018-06-15 10:20:01 +00:00
// capslock
if (c && c == KEY_CAPSLOCK) // it's a toggle.
{
2018-06-15 10:20:01 +00:00
if (capslock)
capslock = false;
else
2018-06-15 10:20:01 +00:00
capslock = true;
return true;
}
// use console translations
2018-06-15 10:20:01 +00:00
if (shiftdown ^ capslock)
2014-03-15 16:59:03 +00:00
c = shiftxform[c];
2018-06-15 10:20:01 +00:00
// TODO: make chat behave like the console, so that we can go back and edit stuff when we fuck up.
2018-06-15 10:20:01 +00:00
// pasting. pasting is cool. chat is a bit limited, though :(
if (((c == 'v' || c == 'V') && ctrldown) && !CHAT_MUTE)
2018-06-15 10:20:01 +00:00
{
const char *paste = I_ClipboardPaste();
size_t chatlen;
size_t pastelen;
2018-06-15 10:20:01 +00:00
// create a dummy string real quickly
2018-06-15 10:20:01 +00:00
if (paste == NULL)
return true;
chatlen = strlen(w_chat);
pastelen = strlen(paste);
2018-06-15 10:20:01 +00:00
if (chatlen+pastelen > HU_MAXMSGLEN)
return true; // we can't paste this!!
2018-06-15 10:20:01 +00:00
if (c_input >= strlen(w_chat)) // add it at the end of the string.
{
memcpy(&w_chat[chatlen], paste, pastelen); // copy all of that.
c_input += pastelen;
/*size_t i = 0;
for (;i<pastelen;i++)
{
HU_queueChatChar(paste[i]); // queue it so that it's actually sent. (this chat write thing is REALLY messy.)
}*/
return true;
}
else // otherwise, we need to shift everything and make space, etc etc
{
2018-06-15 10:20:01 +00:00
size_t i = HU_MAXMSGLEN-1;
for (; i>=c_input;i--)
{
if (w_chat[i])
w_chat[i+pastelen] = w_chat[i];
2018-06-15 10:20:01 +00:00
}
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
c_input += pastelen;
return true;
}
}
if (!CHAT_MUTE && HU_keyInChatString(w_chat,c))
{
2014-03-15 16:59:03 +00:00
HU_queueChatChar(c);
}
2014-03-15 16:59:03 +00:00
if (c == KEY_ENTER)
{
2014-03-15 16:59:03 +00:00
chat_on = false;
2018-06-15 10:20:01 +00:00
c_input = 0; // reset input cursor
chat_scrollmedown = true; // you hit enter, so you might wanna autoscroll to see what you just sent. :)
}
else if (c == KEY_ESCAPE
|| ((c == gamecontrol[gc_talkkey][0] || c == gamecontrol[gc_talkkey][1]
|| c == gamecontrol[gc_teamkey][0] || c == gamecontrol[gc_teamkey][1])
&& c >= KEY_MOUSE1)) // If it's not a keyboard key, then the chat button is used as a toggle.
{
2014-03-15 16:59:03 +00:00
chat_on = false;
2018-06-15 10:20:01 +00:00
c_input = 0; // reset input cursor
}
else if ((c == KEY_UPARROW || c == KEY_MOUSEWHEELUP) && chat_scroll > 0 && !OLDCHAT) // CHAT SCROLLING YAYS!
2018-06-15 10:20:01 +00:00
{
chat_scroll--;
justscrolledup = true;
chat_scrolltime = 4;
}
else if ((c == KEY_DOWNARROW || c == KEY_MOUSEWHEELDOWN) && chat_scroll < chat_maxscroll && chat_maxscroll > 0 && !OLDCHAT)
{
2018-06-15 10:20:01 +00:00
chat_scroll++;
justscrolleddown = true;
chat_scrolltime = 4;
}
else if (c == KEY_LEFTARROW && c_input != 0 && !OLDCHAT) // i said go back
2018-06-15 10:20:01 +00:00
c_input--;
else if (c == KEY_RIGHTARROW && c_input < strlen(w_chat) && !OLDCHAT) // don't need to check for admin or w/e here since the chat won't ever contain anything if it's muted.
c_input++;
2014-03-15 16:59:03 +00:00
return true;
}
return false;
}
//======================================================================
// HEADS UP DRAWING
//======================================================================
2018-06-15 10:20:01 +00:00
// Precompile a wordwrapped string to any given width.
// This is a muuuch better method than V_WORDWRAP.
// again stolen and modified a bit from video.c, don't mind me, will need to rearrange this one day.
// this one is simplified for the chat drawer.
static char *CHAT_WordWrap(INT32 x, INT32 w, INT32 option, const char *string)
2018-06-15 10:20:01 +00:00
{
int c;
size_t chw, i, lastusablespace = 0;
size_t slen;
char *newstring = Z_StrDup(string);
INT32 charwidth = 4;
2018-06-15 10:20:01 +00:00
slen = strlen(string);
x = 0;
for (i = 0; i < slen; ++i)
{
c = newstring[i];
if ((UINT8)c >= 0x80 && (UINT8)c <= 0x8F) //color parsing! -Inuyasha 2.16.09
2018-06-15 10:20:01 +00:00
continue;
if (c == '\n')
{
x = 0;
lastusablespace = 0;
continue;
}
if (!(option & V_ALLOWLOWERCASE))
c = toupper(c);
c -= HU_FONTSTART;
if (c < 0 || c >= HU_FONTSIZE || !hu_font[c])
{
chw = charwidth;
2018-06-15 10:20:01 +00:00
lastusablespace = i;
}
else
chw = charwidth;
x += chw;
if (lastusablespace != 0 && x > w)
{
//CONS_Printf("Wrap at index %d\n", i);
newstring[lastusablespace] = '\n';
i = lastusablespace+1;
2018-06-15 10:20:01 +00:00
lastusablespace = 0;
x = 0;
}
}
return newstring;
}
2018-07-31 21:35:16 +00:00
// 30/7/18: chaty is now the distance at which the lowest point of the chat will be drawn if that makes any sense.
INT16 chatx = 13, chaty = 169; // let's use this as our coordinates, shh
2018-06-15 10:20:01 +00:00
// chat stuff by VincyTM LOL XD!
// HU_DrawMiniChat
static void HU_drawMiniChat(void)
{
INT32 x = chatx+2;
INT32 charwidth = 4, charheight = 6;
INT32 boxw = cv_chatwidth.value;
2018-07-31 21:35:16 +00:00
INT32 dx = 0, dy = 0;
size_t i = chat_nummsg_min;
boolean prev_linereturn = false; // a hack to prevent double \n while I have no idea why they happen in the first place.
2018-07-31 21:35:16 +00:00
INT32 msglines = 0;
// process all messages once without rendering anything or doing anything fancy so that we know how many lines each message has...
INT32 y;
if (!chat_nummsg_min)
return; // needless to say it's useless to do anything if we don't have anything to draw.
if (splitscreen > 1)
boxw = max(64, boxw/2);
2018-07-31 21:35:16 +00:00
for (; i>0; i--)
{
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_mini[i-1]);
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size_t j = 0;
INT32 linescount = 0;
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while(msg[j]) // iterate through msg
{
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if (msg[j] < HU_FONTSTART) // don't draw
{
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if (msg[j] == '\n') // get back down.
{
++j;
if (!prev_linereturn)
{
linescount += 1;
dx = 0;
}
prev_linereturn = true;
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continue;
}
else if (msg[j] & 0x80) // stolen from video.c, nice.
{
++j;
continue;
}
++j;
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}
else
{
j++;
}
prev_linereturn = false;
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dx += charwidth;
if (dx >= boxw)
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{
dx = 0;
linescount += 1;
}
}
dy = 0;
dx = 0;
msglines += linescount+1;
}
y = chaty - charheight*(msglines+1);
if (splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
y += 16;
}
else
y -= (cv_kartspeedometer.value ? 16 : 0);
dx = 0;
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dy = 0;
i = 0;
prev_linereturn = false;
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for (; i<=(chat_nummsg_min-1); i++) // iterate through our hot messages
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{
INT32 clrflag = 0;
INT32 timer = ((cv_chattime.value*TICRATE)-chat_timers[i]) - cv_chattime.value*TICRATE+9; // see below...
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INT32 transflag = (timer >= 0 && timer <= 9) ? (timer*V_10TRANS) : 0; // you can make bad jokes out of this one.
size_t j = 0;
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_mini[i]); // get the current message, and word wrap it.
UINT8 *colormap = NULL;
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while(msg[j]) // iterate through msg
{
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if (msg[j] < HU_FONTSTART) // don't draw
{
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if (msg[j] == '\n') // get back down.
{
++j;
if (!prev_linereturn)
{
dy += charheight;
dx = 0;
}
prev_linereturn = true;
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continue;
}
else if (msg[j] & 0x80) // stolen from video.c, nice.
{
clrflag = ((msg[j] & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK;
colormap = V_GetStringColormap(clrflag);
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++j;
continue;
}
++j;
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}
else
{
if (cv_chatbacktint.value) // on request of wolfy
V_DrawFillConsoleMap(x + dx + 2, y+dy, charwidth, charheight, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT);
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V_DrawChatCharacter(x + dx + 2, y+dy, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|transflag, !cv_allcaps.value, colormap);
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}
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dx += charwidth;
prev_linereturn = false;
if (dx >= boxw)
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{
dx = 0;
dy += charheight;
}
}
dy += charheight;
dx = 0;
}
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// decrement addy and make that shit smooth:
addy /= 2;
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}
// HU_DrawChatLog
// TODO: fix dumb word wrapping issues
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static void HU_drawChatLog(INT32 offset)
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{
INT32 charwidth = 4, charheight = 6;
INT32 boxw = cv_chatwidth.value, boxh = cv_chatheight.value;
INT32 x = chatx+2, y, dx = 0, dy = 0;
UINT32 i = 0;
INT32 chat_topy, chat_bottomy;
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INT32 highlight = HU_GetHighlightColor();
boolean atbottom = false;
// make sure that our scroll position isn't "illegal";
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if (chat_scroll > chat_maxscroll)
chat_scroll = chat_maxscroll;
if (splitscreen)
{
boxh = max(6, boxh/2);
if (splitscreen > 1)
boxw = max(64, boxw/2);
}
y = chaty - offset*charheight - (chat_scroll*charheight) - boxh*charheight - 12;
if (splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
y += 16;
}
else
y -= (cv_kartspeedometer.value ? 16 : 0);
chat_topy = y + chat_scroll*charheight;
chat_bottomy = chat_topy + boxh*charheight;
V_DrawFillConsoleMap(chatx, chat_topy, boxw, boxh*charheight +2, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT); // log box
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for (i=0; i<chat_nummsg_log; i++) // iterate through our chatlog
{
INT32 clrflag = 0;
INT32 j = 0;
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_log[i]); // get the current message, and word wrap it.
UINT8 *colormap = NULL;
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while(msg[j]) // iterate through msg
{
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if (msg[j] < HU_FONTSTART) // don't draw
{
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if (msg[j] == '\n') // get back down.
{
++j;
dy += charheight;
dx = 0;
continue;
}
else if (msg[j] & 0x80) // stolen from video.c, nice.
{
clrflag = ((msg[j] & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK;
colormap = V_GetStringColormap(clrflag);
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++j;
continue;
}
++j;
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}
else
{
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if ((y+dy+2 >= chat_topy) && (y+dy < (chat_bottomy)))
V_DrawChatCharacter(x + dx + 2, y+dy+2, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT, !cv_allcaps.value, colormap);
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else
j++; // don't forget to increment this or we'll get stuck in the limbo.
}
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dx += charwidth;
if (dx >= boxw-charwidth-2 && i<chat_nummsg_log && msg[j] >= HU_FONTSTART) // end of message shouldn't count, nor should invisible characters!!!!
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{
dx = 0;
dy += charheight;
}
}
dy += charheight;
dx = 0;
}
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if (((chat_scroll >= chat_maxscroll) || (chat_scrollmedown)) && !(justscrolleddown || justscrolledup || chat_scrolltime)) // was already at the bottom of the page before new maxscroll calculation and was NOT scrolling.
{
atbottom = true; // we should scroll
}
chat_scrollmedown = false;
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// getmaxscroll through a lazy hack. We do all these loops, so let's not do more loops that are gonna lag the game more. :P
chat_maxscroll = (dy/charheight); // welcome to C, we don't know what min() and max() are.
if (chat_maxscroll <= (UINT32)boxh)
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chat_maxscroll = 0;
else
chat_maxscroll -= boxh;
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// if we're not bound by the time, autoscroll for next frame:
if (atbottom)
chat_scroll = chat_maxscroll;
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// draw arrows to indicate that we can (or not) scroll.
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if (chat_scroll > 0)
{
V_DrawCharacter(chatx-9, ((justscrolledup) ? (chat_topy-1) : (chat_topy)),
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'\x1A' | V_SNAPTOBOTTOM | V_SNAPTOLEFT | highlight, false); // up arrow
}
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if (chat_scroll < chat_maxscroll)
{
V_DrawCharacter(chatx-9, chat_bottomy-((justscrolleddown) ? 5 : 6),
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'\x1B' | V_SNAPTOBOTTOM | V_SNAPTOLEFT | highlight, false); // down arrow
}
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justscrolleddown = false;
justscrolledup = false;
}
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2014-03-15 16:59:03 +00:00
//
// HU_DrawChat
//
// Draw chat input
//
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static INT16 typelines = 1; // number of drawfill lines we need. it's some weird hack and might be one frame off but I'm lazy to make another loop.
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static void HU_DrawChat(void)
{
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INT32 charwidth = 4, charheight = 6;
INT32 boxw = cv_chatwidth.value;
INT32 t = 0, c = 0, y = chaty - (typelines*charheight);
UINT32 i = 0, saylen = strlen(w_chat); // You learn new things everyday!
INT32 cflag = 0;
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const char *ntalk = "Say: ", *ttalk = "Team: ";
const char *talk = ntalk;
const char *mute = "Chat has been muted.";
if (splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
{
y += 16;
boxw = max(64, boxw/2);
}
}
else
y -= (cv_kartspeedometer.value ? 16 : 0);
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if (teamtalk)
{
talk = ttalk;
#if 0
if (players[consoleplayer].ctfteam == 1)
t = 0x500; // Red
else if (players[consoleplayer].ctfteam == 2)
t = 0x400; // Blue
#endif
}
if (CHAT_MUTE)
{
talk = mute;
typelines = 1;
cflag = V_GRAYMAP; // set text in gray if chat is muted.
}
V_DrawFillConsoleMap(chatx, y-1, boxw, (typelines*charheight), 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT);
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while (talk[i])
{
if (talk[i] < HU_FONTSTART)
++i;
else
{
V_DrawChatCharacter(chatx + c + 2, y, talk[i] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|cflag, !cv_allcaps.value, V_GetStringColormap(talk[i]|cflag));
i++;
}
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c += charwidth;
}
// if chat is muted, just draw the log and get it over with:
if (CHAT_MUTE)
{
HU_drawChatLog(0);
return;
}
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i = 0;
typelines = 1;
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if ((strlen(w_chat) == 0 || c_input == 0) && hu_tick < 4)
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V_DrawChatCharacter(chatx + 2 + c, y+1, '_' |V_SNAPTOBOTTOM|V_SNAPTOLEFT|t, !cv_allcaps.value, NULL);
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while (w_chat[i])
{
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boolean skippedline = false;
if (c_input == (i+1))
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{
int cursorx = (c+charwidth < boxw-charwidth) ? (chatx + 2 + c+charwidth) : (chatx+1); // we may have to go down.
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int cursory = (cursorx != chatx+1) ? (y) : (y+charheight);
if (hu_tick < 4)
V_DrawChatCharacter(cursorx, cursory+1, '_' |V_SNAPTOBOTTOM|V_SNAPTOLEFT|t, !cv_allcaps.value, NULL);
2018-09-21 15:03:09 +00:00
if (cursorx == chatx+1 && saylen == i) // a weirdo hack
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{
typelines += 1;
skippedline = true;
}
}
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//Hurdler: isn't it better like that?
if (w_chat[i] < HU_FONTSTART)
++i;
else
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V_DrawChatCharacter(chatx + c + 2, y, w_chat[i++] | V_SNAPTOBOTTOM|V_SNAPTOLEFT | t, !cv_allcaps.value, NULL);
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c += charwidth;
if (c > boxw-(charwidth*2) && !skippedline)
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{
c = 0;
y += charheight;
typelines += 1;
}
}
// handle /pm list.
if (strnicmp(w_chat, "/pm", 3) == 0 && vid.width >= 400 && !teamtalk) // 320x200 unsupported kthxbai
{
INT32 count = 0;
2018-07-31 21:35:16 +00:00
INT32 p_dispy = chaty - charheight -1;
if (splitscreen)
{
p_dispy -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
p_dispy += 16;
}
else
p_dispy -= (cv_kartspeedometer.value ? 16 : 0);
i = 0;
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for(i=0; (i<MAXPLAYERS); i++)
{
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// filter: (code needs optimization pls help I'm bad with C)
if (w_chat[3])
{
char *nodenum;
UINT32 n;
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// right, that's half important: (w_chat[4] may be a space since /pm0 msg is perfectly acceptable!)
if ( ( ((w_chat[3] != 0) && ((w_chat[3] < '0') || (w_chat[3] > '9'))) || ((w_chat[4] != 0) && (((w_chat[4] < '0') || (w_chat[4] > '9'))))) && (w_chat[4] != ' '))
break;
nodenum = (char*) malloc(3);
2018-06-15 10:20:01 +00:00
strncpy(nodenum, w_chat+3, 4);
n = atoi((const char*) nodenum); // turn that into a number
2018-06-15 10:20:01 +00:00
// special cases:
2018-06-15 10:20:01 +00:00
if ((n == 0) && !(w_chat[4] == '0'))
{
2018-06-15 10:20:01 +00:00
if (!(i<10))
continue;
2018-06-15 10:20:01 +00:00
}
else if ((n == 1) && !(w_chat[3] == '0'))
{
2018-06-15 10:20:01 +00:00
if (!((i == 1) || ((i >= 10) && (i <= 19))))
continue;
}
else if ((n == 2) && !(w_chat[3] == '0'))
{
2018-06-15 10:20:01 +00:00
if (!((i == 2) || ((i >= 20) && (i <= 29))))
continue;
}
else if ((n == 3) && !(w_chat[3] == '0'))
{
2018-06-15 10:20:01 +00:00
if (!((i == 3) || ((i >= 30) && (i <= 31))))
continue;
}
else // general case.
{
2018-06-15 10:20:01 +00:00
if (i != n)
continue;
}
}
2018-07-31 21:35:16 +00:00
if (playeringame[i])
{
2018-06-15 10:20:01 +00:00
char name[MAXPLAYERNAME+1];
strlcpy(name, player_names[i], 7); // shorten name to 7 characters.
V_DrawFillConsoleMap(chatx+ boxw + 2, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud.
V_DrawSmallString(chatx+ boxw + 4, p_dispy- (6*count), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, va("\x82%d\x80 - %s", i, name));
2018-06-15 10:20:01 +00:00
count++;
}
}
if (count == 0) // no results.
{
V_DrawFillConsoleMap(chatx-50, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud.
V_DrawSmallString(chatx-48, p_dispy- (6*count), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, "NO RESULT.");
}
2018-06-15 10:20:01 +00:00
}
2018-07-31 21:35:16 +00:00
HU_drawChatLog(typelines-1); // typelines is the # of lines we're typing. If there's more than 1 then the log should scroll up to give us more space.
2018-06-15 10:20:01 +00:00
}
2018-06-15 10:20:01 +00:00
// why the fuck would you use this...
static void HU_DrawChat_Old(void)
2014-03-15 16:59:03 +00:00
{
INT32 t = 0, c = 0, y = HU_INPUTY;
size_t i = 0;
const char *ntalk = "Say: ", *ttalk = "Say-Team: ";
const char *talk = ntalk;
INT32 charwidth = 8 * con_scalefactor; //SHORT(hu_font['A'-HU_FONTSTART]->width) * con_scalefactor;
INT32 charheight = 8 * con_scalefactor; //SHORT(hu_font['A'-HU_FONTSTART]->height) * con_scalefactor;
if (teamtalk)
{
talk = ttalk;
#if 0
if (players[consoleplayer].ctfteam == 1)
t = 0x500; // Red
else if (players[consoleplayer].ctfteam == 2)
t = 0x400; // Blue
#endif
}
while (talk[i])
{
if (talk[i] < HU_FONTSTART)
{
++i;
//charwidth = 4 * con_scalefactor;
}
else
{
//charwidth = SHORT(hu_font[talk[i]-HU_FONTSTART]->width) * con_scalefactor;
V_DrawCharacter(HU_INPUTX + c, y, talk[i++] | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
}
c += charwidth;
}
2018-06-15 10:20:01 +00:00
if ((strlen(w_chat) == 0 || c_input == 0) && hu_tick < 4)
V_DrawCharacter(HU_INPUTX+c, y+2*con_scalefactor, '_' |cv_constextsize.value | V_NOSCALESTART|t, !cv_allcaps.value);
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i = 0;
while (w_chat[i])
{
2018-06-15 10:20:01 +00:00
if (c_input == (i+1) && hu_tick < 4)
{
int cursorx = (HU_INPUTX+c+charwidth < vid.width) ? (HU_INPUTX + c + charwidth) : (HU_INPUTX); // we may have to go down.
int cursory = (cursorx != HU_INPUTX) ? (y) : (y+charheight);
V_DrawCharacter(cursorx, cursory+2*con_scalefactor, '_' |cv_constextsize.value | V_NOSCALESTART|t, !cv_allcaps.value);
}
2014-03-15 16:59:03 +00:00
//Hurdler: isn't it better like that?
if (w_chat[i] < HU_FONTSTART)
{
++i;
//charwidth = 4 * con_scalefactor;
}
else
{
//charwidth = SHORT(hu_font[w_chat[i]-HU_FONTSTART]->width) * con_scalefactor;
V_DrawCharacter(HU_INPUTX + c, y, w_chat[i++] | cv_constextsize.value | V_NOSCALESTART | t, !cv_allcaps.value);
}
c += charwidth;
if (c >= vid.width)
{
c = 0;
y += charheight;
}
}
}
// draw the Crosshair, at the exact center of the view.
//
// Crosshairs are pre-cached at HU_Init
/*static inline void HU_DrawCrosshair(void)
2014-03-15 16:59:03 +00:00
{
INT32 i, x, y;
2014-03-15 16:59:03 +00:00
i = cv_crosshair.value & 3;
if (!i)
return;
if ((netgame || multiplayer) && players[displayplayer].spectator)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
{
x = (INT32)gr_basewindowcenterx;
2014-03-15 16:59:03 +00:00
y = (INT32)gr_basewindowcentery;
}
2014-03-15 16:59:03 +00:00
else
#endif
{
x = viewwindowx + (viewwidth>>1);
2014-03-15 16:59:03 +00:00
y = viewwindowy + (viewheight>>1);
}
2014-03-15 16:59:03 +00:00
V_DrawScaledPatch(x, y, V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, crosshair[i - 1]);
2014-03-15 16:59:03 +00:00
}
static inline void HU_DrawCrosshair2(void)
{
INT32 i, x, y;
2014-03-15 16:59:03 +00:00
i = cv_crosshair2.value & 3;
if (!i)
return;
if ((netgame || multiplayer) && players[secondarydisplayplayer].spectator)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
{
x = (INT32)gr_basewindowcenterx;
2014-03-15 16:59:03 +00:00
y = (INT32)gr_basewindowcentery;
}
2014-03-15 16:59:03 +00:00
else
#endif
{
x = viewwindowx + (viewwidth>>1);
2014-03-15 16:59:03 +00:00
y = viewwindowy + (viewheight>>1);
}
2014-03-15 16:59:03 +00:00
if (splitscreen)
{
if (splitscreen > 1)
2014-03-15 16:59:03 +00:00
#ifdef HWRENDER
if (rendermode != render_soft)
x += (INT32)gr_viewwidth;
else
#endif
x += viewwidth;
2014-03-15 16:59:03 +00:00
else
{
#ifdef HWRENDER
if (rendermode != render_soft)
y += (INT32)gr_viewheight;
else
2014-03-15 16:59:03 +00:00
#endif
y += viewheight;
}
2014-03-15 16:59:03 +00:00
V_DrawScaledPatch(x, y, V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, crosshair[i - 1]);
2014-03-15 16:59:03 +00:00
}
}
static inline void HU_DrawCrosshair3(void)
{
INT32 i, x, y;
i = cv_crosshair3.value & 3;
if (!i)
return;
if ((netgame || multiplayer) && players[thirddisplayplayer].spectator)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
{
x = (INT32)gr_basewindowcenterx;
y = (INT32)gr_basewindowcentery;
}
else
#endif
{
x = viewwindowx + (viewwidth>>1);
y = viewwindowy + (viewheight>>1);
}
if (splitscreen > 1)
{
#ifdef HWRENDER
if (rendermode != render_soft)
y += (INT32)gr_viewheight;
else
#endif
y += viewheight;
V_DrawScaledPatch(x, y, V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, crosshair[i - 1]);
}
}
static inline void HU_DrawCrosshair4(void)
{
INT32 i, x, y;
i = cv_crosshair4.value & 3;
if (!i)
return;
if ((netgame || multiplayer) && players[fourthdisplayplayer].spectator)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
{
x = (INT32)gr_basewindowcenterx;
y = (INT32)gr_basewindowcentery;
}
else
#endif
{
x = viewwindowx + (viewwidth>>1);
y = viewwindowy + (viewheight>>1);
}
if (splitscreen > 2)
2014-03-15 16:59:03 +00:00
{
#ifdef HWRENDER
if (rendermode != render_soft)
{
x += (INT32)gr_viewwidth;
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y += (INT32)gr_viewheight;
}
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else
#endif
{
x += viewwidth;
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y += viewheight;
}
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V_DrawScaledPatch(x, y, V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, crosshair[i - 1]);
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}
}*/
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static void HU_DrawCEcho(void)
{
INT32 i = 0;
INT32 y = (BASEVIDHEIGHT/2)-4;
INT32 pnumlines = 0;
UINT32 realflags = cechoflags;
INT32 realalpha = (INT32)((cechoflags & V_ALPHAMASK) >> V_ALPHASHIFT);
char *line;
char *echoptr;
char temp[1024];
for (i = 0; cechotext[i] != '\0'; ++i)
if (cechotext[i] == '\\')
pnumlines++;
y -= (pnumlines-1)*((realflags & V_RETURN8) ? 4 : 6);
// Prevent crashing because I'm sick of this
if (y < 0)
{
CONS_Alert(CONS_WARNING, "CEcho contained too many lines, not displaying\n");
cechotimer = 0;
return;
}
// Automatic fadeout
if (realflags & V_AUTOFADEOUT)
{
UINT32 tempalpha = (UINT32)max((INT32)(10 - cechotimer), realalpha);
realflags &= ~V_ALPHASHIFT;
realflags |= (tempalpha << V_ALPHASHIFT);
}
strcpy(temp, cechotext);
echoptr = &temp[0];
while (*echoptr != '\0')
{
line = strchr(echoptr, '\\');
if (line == NULL)
break;
*line = '\0';
V_DrawCenteredString(BASEVIDWIDTH/2, y, realflags, echoptr);
y += ((realflags & V_RETURN8) ? 8 : 12);
echoptr = line;
echoptr++;
}
--cechotimer;
}
//
// demo info stuff
//
UINT32 hu_demotime;
UINT32 hu_demolap;
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static void HU_DrawDemoInfo(void)
{
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, 0, M_GetText("Replay:"));
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, player_names[0]);
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if (modeattacking)
{
V_DrawRightAlignedString((BASEVIDWIDTH/2)-4, BASEVIDHEIGHT-24, V_YELLOWMAP|V_MONOSPACE, "BEST TIME:");
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if (hu_demotime != UINT32_MAX)
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-24, V_MONOSPACE, va("%i'%02i\"%02i",
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G_TicsToMinutes(hu_demotime,true),
G_TicsToSeconds(hu_demotime),
G_TicsToCentiseconds(hu_demotime)));
else
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-24, V_MONOSPACE, "--'--\"--");
V_DrawRightAlignedString((BASEVIDWIDTH/2)-4, BASEVIDHEIGHT-16, V_YELLOWMAP|V_MONOSPACE, "BEST LAP:");
if (hu_demolap != UINT32_MAX)
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-16, V_MONOSPACE, va("%i'%02i\"%02i",
G_TicsToMinutes(hu_demolap,true),
G_TicsToSeconds(hu_demolap),
G_TicsToCentiseconds(hu_demolap)));
else
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-16, V_MONOSPACE, "--'--\"--");
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}
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}
// Heads up displays drawer, call each frame
//
void HU_Drawer(void)
{
// draw chat string plus cursor
if (chat_on)
{
// count down the scroll timer.
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if (chat_scrolltime > 0)
chat_scrolltime--;
if (!OLDCHAT)
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HU_DrawChat();
else
HU_DrawChat_Old(); // why the fuck.........................
}
else
{
if (netgame) // Don't draw it outside, I know it leads to stupid stuff.
{
chat_scrolltime = 0; // do scroll anyway.
typelines = 1; // make sure that the chat doesn't have a weird blinking huge ass square if we typed a lot last time.
if (!OLDCHAT && cv_consolechat.value < 2) // Don't display minimized chat if you set the mode to Window (Hidden)
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HU_drawMiniChat(); // draw messages in a cool fashion.
}
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}
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if (netgame) // would handle that in hu_drawminichat, but it's actually kinda awkward when you're typing a lot of messages. (only handle that in netgames duh)
{
size_t i = 0;
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// handle spam while we're at it:
for(; (i<MAXPLAYERS); i++)
{
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if (stop_spamming_you_cunt[i] > 0)
stop_spamming_you_cunt[i]--;
}
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// handle chat timers
for (i=0; (i<chat_nummsg_min); i++)
{
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if (chat_timers[i] > 0)
chat_timers[i]--;
else
HU_removeChatText_Mini();
}
}
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if (cechotimer)
HU_DrawCEcho();
if (demoplayback && hu_showscores)
HU_DrawDemoInfo();
if (!Playing()
|| gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION
|| gamestate == GS_GAMEEND
|| gamestate == GS_VOTING || gamestate == GS_WAITINGPLAYERS) // SRB2kart
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return;
// draw multiplayer rankings
if (hu_showscores)
{
if (netgame || multiplayer)
{
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_rankings))
#endif
HU_DrawRankings();
//if (gametype == GT_COOP)
//HU_DrawNetplayCoopOverlay();
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}
//else
//HU_DrawCoopOverlay();
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#ifdef HAVE_BLUA
LUAh_ScoresHUD();
#endif
}
if (gamestate != GS_LEVEL)
return;
// draw the crosshair, not when viewing demos nor with chasecam
/*if (!automapactive && !demoplayback)
{
if (cv_crosshair.value && !camera.chase && !players[displayplayer].spectator)
HU_DrawCrosshair();
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if (cv_crosshair2.value && !camera2.chase && !players[secondarydisplayplayer].spectator)
HU_DrawCrosshair2();
if (cv_crosshair3.value && !camera3.chase && !players[thirddisplayplayer].spectator)
HU_DrawCrosshair3();
if (cv_crosshair4.value && !camera4.chase && !players[fourthdisplayplayer].spectator)
HU_DrawCrosshair4();
}*/
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// draw desynch text
if (hu_resynching)
{
static UINT32 resynch_ticker = 0;
char resynch_text[14];
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UINT32 i;
// Animate the dots
resynch_ticker++;
strcpy(resynch_text, "Resynching");
for (i = 0; i < (resynch_ticker / 16) % 4; i++)
strcat(resynch_text, ".");
V_DrawCenteredString(BASEVIDWIDTH/2, 180, V_YELLOWMAP | V_ALLOWLOWERCASE, resynch_text);
}
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}
//======================================================================
// HUD MESSAGES CLEARING FROM SCREEN
//======================================================================
// Clear old messages from the borders around the view window
// (only for reduced view, refresh the borders when needed)
//
// startline: y coord to start clear,
// clearlines: how many lines to clear.
//
static INT32 oldclearlines;
void HU_Erase(void)
{
INT32 topline, bottomline;
INT32 y, yoffset;
#ifdef HWRENDER
// clear hud msgs on double buffer (OpenGL mode)
boolean secondframe;
static INT32 secondframelines;
#endif
if (con_clearlines == oldclearlines && !con_hudupdate && !chat_on)
return;
#ifdef HWRENDER
// clear the other frame in double-buffer modes
secondframe = (con_clearlines != oldclearlines);
if (secondframe)
secondframelines = oldclearlines;
#endif
// clear the message lines that go away, so use _oldclearlines_
bottomline = oldclearlines;
oldclearlines = con_clearlines;
if (chat_on)
if (bottomline < 8)
bottomline = 8;
if (automapactive || viewwindowx == 0) // hud msgs don't need to be cleared
return;
// software mode copies view border pattern & beveled edges from the backbuffer
if (rendermode == render_soft)
{
topline = 0;
for (y = topline, yoffset = y*vid.width; y < bottomline; y++, yoffset += vid.width)
{
if (y < viewwindowy || y >= viewwindowy + viewheight)
R_VideoErase(yoffset, vid.width); // erase entire line
else
{
R_VideoErase(yoffset, viewwindowx); // erase left border
// erase right border
R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx);
}
}
con_hudupdate = false; // if it was set..
}
#ifdef HWRENDER
else if (rendermode != render_none)
{
// refresh just what is needed from the view borders
HWR_DrawViewBorder(secondframelines);
con_hudupdate = secondframe;
}
#endif
}
//======================================================================
// IN-LEVEL MULTIPLAYER RANKINGS
//======================================================================
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//
// HU_drawPing
//
void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext)
{
UINT8 numbars = 1; // how many ping bars do we draw?
UINT8 barcolor = 128; // color we use for the bars (green, yellow or red)
SINT8 i = 0;
SINT8 yoffset = 6;
INT32 dx;
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if (ping < 128)
{
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numbars = 3;
barcolor = 184;
}
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else if (ping < 256)
{
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numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
barcolor = 103;
}
dx = x+1 - (V_SmallStringWidth(va("%dms", ping), V_ALLOWLOWERCASE)/2);
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if (!notext || vid.width >= 640) // how sad, we're using a shit resolution.
V_DrawSmallString(dx, y+4, V_ALLOWLOWERCASE, va("%dms", ping));
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for (i=0; (i<3); i++) // Draw the ping bar
{
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V_DrawFill(x+2 *(i-1), y+yoffset-4, 2, 8-yoffset, 31);
if (i < numbars)
V_DrawFill(x+2 *(i-1), y+yoffset-3, 1, 8-yoffset-1, barcolor);
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yoffset -= 2;
}
}
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//
// HU_DrawTabRankings
//
void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol)
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{
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INT32 i, rightoffset = 240;
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const UINT8 *colormap;
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
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//this function is designed for 9 or less score lines only
//I_Assert(scorelines <= 9); -- not today bitch, kart fixed it up
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V_DrawFill(1-duptweak, 26, dupadjust-2, 1, 0); // Draw a horizontal line because it looks nice!
if (scorelines > 8)
{
V_DrawFill(160, 26, 1, 147, 0); // Draw a vertical line to separate the two sides.
V_DrawFill(1, 173, 318, 1, 0); // And a horizontal line near the bottom.
rightoffset = (BASEVIDWIDTH/2) - 4 - x;
}
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for (i = 0; i < scorelines; i++)
{
char strtime[MAXPLAYERNAME+1];
if (players[tab[i].num].spectator || !players[tab[i].num].mo)
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continue; //ignore them.
if (netgame // don't draw it offline
&& tab[i].num != serverplayer)
HU_drawPing(x + rightoffset + ((scorelines > 8) ? 13 : -27), y+2, playerpingtable[tab[i].num], false);
if (scorelines > 8)
strlcpy(strtime, tab[i].name, 6);
else
STRBUFCPY(strtime, tab[i].name);
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V_DrawString(x + 20, y,
((tab[i].num == whiteplayer)
? hilicol|V_ALLOWLOWERCASE
: V_ALLOWLOWERCASE),
strtime);
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if (players[tab[i].num].mo->color)
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{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE);
if (players[tab[i].num].mo->colorized)
colormap = R_GetTranslationColormap(TC_RAINBOW, players[tab[i].num].mo->color, GTC_CACHE);
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else
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE);
V_DrawMappedPatch(x, y-4, 0, facerankprefix[players[tab[i].num].skin], colormap);
/*if (G_BattleGametype() && players[tab[i].num].kartstuff[k_bumper] > 0) -- doesn't physically fit...
2014-03-15 16:59:03 +00:00
{
INT32 bumperx = x-5;
for (j = 0; j < players[tab[i].num].kartstuff[k_bumper]; j++)
{
bumperx -= 3;
V_DrawSmallMappedPatch(bumperx, y+6, 0, W_CachePatchName("K_BLNICO", PU_CACHE), colormap);
}
}*/
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}
if (G_BattleGametype() && players[tab[i].num].kartstuff[k_bumper] <= 0)
V_DrawSmallScaledPatch(x-2, y-4, 0, W_CachePatchName("K_NOBLNS", PU_CACHE));
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if (G_RaceGametype())
2014-03-15 16:59:03 +00:00
{
#define timestring(time) va("%i'%02i\"%02i", G_TicsToMinutes(time, true), G_TicsToSeconds(time), G_TicsToCentiseconds(time))
if (players[tab[i].num].exiting)
V_DrawRightAlignedString(x+rightoffset, y, hilicol, timestring(players[tab[i].num].realtime));
else if (players[tab[i].num].pflags & PF_TIMEOVER)
V_DrawRightAlignedThinString(x+rightoffset, y-1, 0, "NO CONTEST.");
else if (circuitmap)
V_DrawRightAlignedString(x+rightoffset, y, 0, va("Lap %d", tab[i].count));
#undef timestring
2014-03-15 16:59:03 +00:00
}
else
V_DrawRightAlignedString(x+rightoffset, y, 0, va("%u", tab[i].count));
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y += 18;
if (i == 7)
{
y = 33;
x = (BASEVIDWIDTH/2) + 4;
}
2014-03-15 16:59:03 +00:00
}
}
//
// HU_DrawTeamTabRankings
//
/*void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
2014-03-15 16:59:03 +00:00
{
INT32 i,x,y;
INT32 redplayers = 0, blueplayers = 0;
const UINT8 *colormap;
char name[MAXPLAYERNAME+1];
V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two teams.
V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T.
V_DrawFill(1, 180, 318, 1, 0); //And a horizontal line near the bottom.
for (i = 0; i < MAXPLAYERS; i++)
{
if (players[tab[i].num].spectator)
continue; //ignore them.
if (tab[i].color == skincolor_redteam) //red
{
if (redplayers++ > 8)
continue;
x = 32 + (BASEVIDWIDTH/2);
y = (redplayers * 16) + 16;
}
else if (tab[i].color == skincolor_blueteam) //blue
{
if (blueplayers++ > 8)
continue;
x = 32;
y = (blueplayers * 16) + 16;
}
else //er? not on red or blue, so ignore them
continue;
strlcpy(name, tab[i].name, 9);
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V_DrawString(x + 20, y,
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((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT)
| V_ALLOWLOWERCASE, name);
if (gametype == GT_CTF)
{
if (players[tab[i].num].gotflag & GF_REDFLAG) // Red
V_DrawSmallScaledPatch(x-28, y-4, 0, rflagico);
else if (players[tab[i].num].gotflag & GF_BLUEFLAG) // Blue
V_DrawSmallScaledPatch(x-28, y-4, 0, bflagico);
}
// Draw emeralds
if (!players[tab[i].num].powers[pw_super]
|| ((leveltime/7) & 1))
{
HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
}
if (players[tab[i].num].powers[pw_super])
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
V_DrawSmallMappedPatch (x, y-4, 0, facewantprefix[players[tab[i].num].skin], colormap);
2014-03-15 16:59:03 +00:00
}
else
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].health <= 0)
V_DrawSmallTranslucentMappedPatch (x, y-4, 0, facerankprefix[players[tab[i].num].skin], colormap);
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else
V_DrawSmallMappedPatch (x, y-4, 0, facerankprefix[players[tab[i].num].skin], colormap);
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}
V_DrawRightAlignedThinString(x+120, y-1, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
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if (!splitscreen)
{
2018-06-15 10:20:01 +00:00
if (!(tab[i].num == serverplayer))
HU_drawPing(x+ 113, y+2, playerpingtable[tab[i].num], false);
}
2014-03-15 16:59:03 +00:00
}
}
//
// HU_DrawDualTabRankings
//
void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer)
{
INT32 i;
const UINT8 *colormap;
char name[MAXPLAYERNAME+1];
V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two sides.
V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T.
V_DrawFill(1, 180, 318, 1, 0); //And a horizontal line near the bottom.
for (i = 0; i < scorelines; i++)
{
if (players[tab[i].num].spectator)
continue; //ignore them.
strlcpy(name, tab[i].name, 9);
2018-06-15 10:20:01 +00:00
if (!(tab[i].num == serverplayer))
HU_drawPing(x+ 113, y+2, playerpingtable[tab[i].num], false);
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V_DrawString(x + 20, y,
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((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT)
| V_ALLOWLOWERCASE, name);
if (G_GametypeUsesLives()) //show lives
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE, va("%dx", players[tab[i].num].lives));
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
V_DrawSmallScaledPatch(x-28, y-4, 0, tagico);
// Draw emeralds
if (!players[tab[i].num].powers[pw_super]
|| ((leveltime/7) & 1))
{
HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
}
//V_DrawSmallScaledPatch (x, y-4, 0, livesback);
if (tab[i].color == 0)
{
colormap = colormaps;
if (players[tab[i].num].powers[pw_super])
V_DrawSmallScaledPatch (x, y-4, 0, facewantprefix[players[tab[i].num].skin]);
2014-03-15 16:59:03 +00:00
else
{
if (players[tab[i].num].health <= 0)
V_DrawSmallTranslucentPatch (x, y-4, 0, facerankprefix[players[tab[i].num].skin]);
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else
V_DrawSmallScaledPatch (x, y-4, 0, facerankprefix[players[tab[i].num].skin]);
2014-03-15 16:59:03 +00:00
}
}
else
{
if (players[tab[i].num].powers[pw_super])
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
V_DrawSmallMappedPatch (x, y-4, 0, facewantprefix[players[tab[i].num].skin], colormap);
2014-03-15 16:59:03 +00:00
}
else
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].health <= 0)
V_DrawSmallTranslucentMappedPatch (x, y-4, 0, facerankprefix[players[tab[i].num].skin], colormap);
2014-03-15 16:59:03 +00:00
else
V_DrawSmallMappedPatch (x, y-4, 0, facerankprefix[players[tab[i].num].skin], colormap);
2014-03-15 16:59:03 +00:00
}
}
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// All data drawn with thin string for space.
if (G_RaceGametype())
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{
if (circuitmap)
{
if (players[tab[i].num].exiting)
V_DrawRightAlignedThinString(x+156, y-1, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
2014-03-15 16:59:03 +00:00
else
V_DrawRightAlignedThinString(x+156, y-1, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
2014-03-15 16:59:03 +00:00
}
else
V_DrawRightAlignedThinString(x+156, y-1, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
2014-03-15 16:59:03 +00:00
}
else
V_DrawRightAlignedThinString(x+120, y-1, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
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y += 16;
if (y > 160)
{
y = 32;
x += BASEVIDWIDTH/2;
}
}
}*/
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//
// HU_DrawEmeralds
//
void HU_DrawEmeralds(INT32 x, INT32 y, INT32 pemeralds)
{
//Draw the emeralds, in the CORRECT order, using tiny emerald sprites.
if (pemeralds & EMERALD1)
V_DrawSmallScaledPatch(x , y-6, 0, tinyemeraldpics[0]);
if (pemeralds & EMERALD2)
V_DrawSmallScaledPatch(x+4, y-3, 0, tinyemeraldpics[1]);
if (pemeralds & EMERALD3)
V_DrawSmallScaledPatch(x+4, y+3, 0, tinyemeraldpics[2]);
if (pemeralds & EMERALD4)
V_DrawSmallScaledPatch(x , y+6, 0, tinyemeraldpics[3]);
if (pemeralds & EMERALD5)
V_DrawSmallScaledPatch(x-4, y+3, 0, tinyemeraldpics[4]);
if (pemeralds & EMERALD6)
V_DrawSmallScaledPatch(x-4, y-3, 0, tinyemeraldpics[5]);
if (pemeralds & EMERALD7)
V_DrawSmallScaledPatch(x, y, 0, tinyemeraldpics[6]);
}
//
// HU_DrawSpectatorTicker
//
static inline void HU_DrawSpectatorTicker(void)
{
INT32 i;
INT32 length = 0, height = 174;
INT32 totallength = 0, templength = -8;
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
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for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].spectator)
totallength += (signed)strlen(player_names[i]) * 8 + 16;
length -= (leveltime % (totallength + dupadjust+8));
length += dupadjust;
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for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].spectator)
{
char *pos;
char initial[MAXPLAYERNAME+1];
char current[MAXPLAYERNAME+1];
INT32 len;
len = ((signed)strlen(player_names[i]) * 8 + 16);
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strcpy(initial, player_names[i]);
pos = initial;
if (length >= -len)
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{
if (length < -8)
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{
UINT8 eatenchars = (UINT8)(abs(length) / 8);
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if (eatenchars <= strlen(initial))
{
// Eat one letter off the left side,
// then compensate the drawing position.
pos += eatenchars;
strcpy(current, pos);
templength = ((length + 8) % 8);
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}
else
{
strcpy(current, " ");
templength = length;
}
}
else
{
strcpy(current, initial);
templength = length;
}
V_DrawString(templength - duptweak, height, V_TRANSLUCENT|V_ALLOWLOWERCASE, current);
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}
if ((length += len) >= dupadjust+8)
break;
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}
}
//
// HU_DrawRankings
//
static void HU_DrawRankings(void)
{
patch_t *p;
playersort_t tab[MAXPLAYERS];
INT32 i, j, scorelines, hilicol, numplayersingame = 0;
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boolean completed[MAXPLAYERS];
UINT32 whiteplayer = MAXPLAYERS;
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V_DrawFadeScreen(0xFF00, 16); // A little more readable, and prevents cheating the fades under other circumstances.
if (cons_menuhighlight.value)
hilicol = cons_menuhighlight.value;
else if (modeattacking)
hilicol = V_ORANGEMAP;
else
hilicol = ((gametype == GT_RACE) ? V_SKYMAP : V_REDMAP);
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// draw the current gametype in the lower right
if (modeattacking)
V_DrawString(4, 188, hilicol|V_SNAPTOBOTTOM|V_SNAPTOLEFT, "Record Attack");
else
V_DrawString(4, 188, hilicol|V_SNAPTOBOTTOM|V_SNAPTOLEFT, gametype_cons_t[gametype].strvalue);
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if (G_GametypeHasTeams())
{
if (gametype == GT_CTF)
p = bflagico;
else
p = bmatcico;
V_DrawSmallScaledPatch(128 - SHORT(p->width)/4, 4, 0, p);
V_DrawCenteredString(128, 16, 0, va("%u", bluescore));
if (gametype == GT_CTF)
p = rflagico;
else
p = rmatcico;
V_DrawSmallScaledPatch(192 - SHORT(p->width)/4, 4, 0, p);
V_DrawCenteredString(192, 16, 0, va("%u", redscore));
}
if (!G_RaceGametype())
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{
if (cv_timelimit.value && timelimitintics > 0)
{
UINT32 timeval = (timelimitintics + starttime + 1 - leveltime);
if (timeval > timelimitintics+1)
timeval = timelimitintics;
timeval /= TICRATE;
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if (leveltime <= (timelimitintics + starttime))
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{
V_DrawCenteredString(64, 8, 0, "TIME LEFT");
V_DrawCenteredString(64, 16, hilicol, va("%u", timeval));
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}
// overtime
if (!players[consoleplayer].exiting && (leveltime > (timelimitintics + starttime + TICRATE/2)) && cv_overtime.value)
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{
V_DrawCenteredString(64, 8, 0, "TIME LEFT");
V_DrawCenteredString(64, 16, hilicol, "OVERTIME");
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}
}
if (cv_pointlimit.value > 0)
{
V_DrawCenteredString(256, 8, 0, "POINT LIMIT");
V_DrawCenteredString(256, 16, hilicol, va("%d", cv_pointlimit.value));
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}
}
/*else if (gametype == GT_COOP)
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{
INT32 totalscore = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
totalscore += players[i].score;
}
V_DrawCenteredString(256, 8, 0, "TOTAL SCORE");
V_DrawCenteredString(256, 16, 0, va("%u", totalscore));
}*/
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else
{
if (circuitmap)
{
V_DrawCenteredString(64, 8, 0, "LAP COUNT");
V_DrawCenteredString(64, 16, hilicol, va("%d", cv_numlaps.value));
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}
V_DrawCenteredString(256, 8, 0, "GAME SPEED");
V_DrawCenteredString(256, 16, hilicol, cv_kartspeed.string);
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}
// When you play, you quickly see your score because your name is displayed in white.
// When playing back a demo, you quickly see who's the view.
if (!splitscreen)
whiteplayer = demoplayback ? displayplayer : consoleplayer;
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scorelines = 0;
memset(completed, 0, sizeof (completed));
memset(tab, 0, sizeof (playersort_t)*MAXPLAYERS);
for (i = 0; i < MAXPLAYERS; i++)
{
tab[i].num = -1;
tab[i].name = NULL;
tab[i].count = INT32_MAX;
if (!playeringame[i] || players[i].spectator)
continue;
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numplayersingame++;
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}
for (j = 0; j < numplayersingame; j++)
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{
UINT8 lowestposition = MAXPLAYERS;
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for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || completed[i])
continue;
if (players[i].kartstuff[k_position] >= lowestposition)
continue;
tab[scorelines].num = i;
lowestposition = players[i].kartstuff[k_position];
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}
i = tab[scorelines].num;
completed[i] = true;
tab[scorelines].name = player_names[i];
if (G_RaceGametype())
{
if (circuitmap)
tab[scorelines].count = players[i].laps+1;
else
tab[scorelines].count = players[i].realtime;
}
else
tab[scorelines].count = players[i].marescore;
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scorelines++;
#if MAXPLAYERS > 16
if (scorelines > 16)
break; //dont draw past bottom of screen, show the best only
#endif
}
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/*if (G_GametypeHasTeams())
HU_DrawTeamTabRankings(tab, whiteplayer); //separate function for Spazzo's silly request -- gotta fix this up later
else if (scorelines > 10)*/
HU_DrawTabRankings(((scorelines > 8) ? 32 : 40), 33, tab, scorelines, whiteplayer, hilicol);
/*else
HU_DrawDualTabRankings(32, 32, tab, scorelines, whiteplayer);*/
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// draw spectators in a ticker across the bottom
if (netgame && G_GametypeHasSpectators())
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HU_DrawSpectatorTicker();
}
/*static void HU_DrawCoopOverlay(void)
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{
if (token
#ifdef HAVE_BLUA
&& LUA_HudEnabled(hud_tokens)
#endif
)
{
V_DrawString(168, 176, 0, va("- %d", token));
V_DrawSmallScaledPatch(148, 172, 0, tokenicon);
}
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_tabemblems))
#endif
if (!modifiedgame || savemoddata)
{
V_DrawString(160, 144, 0, va("- %d/%d", M_CountEmblems(), numemblems+numextraemblems));
V_DrawScaledPatch(128, 144 - SHORT(emblemicon->height)/4, 0, emblemicon);
}
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_coopemeralds))
return;
#endif
if (emeralds & EMERALD1)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3)-32, 0, emeraldpics[0]);
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if (emeralds & EMERALD2)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8+24, (BASEVIDHEIGHT/3)-16, 0, emeraldpics[1]);
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if (emeralds & EMERALD3)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8+24, (BASEVIDHEIGHT/3)+16, 0, emeraldpics[2]);
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if (emeralds & EMERALD4)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3)+32, 0, emeraldpics[3]);
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if (emeralds & EMERALD5)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8-24, (BASEVIDHEIGHT/3)+16, 0, emeraldpics[4]);
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if (emeralds & EMERALD6)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8-24, (BASEVIDHEIGHT/3)-16, 0, emeraldpics[5]);
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if (emeralds & EMERALD7)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3) , 0, emeraldpics[6]);
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}
static void HU_DrawNetplayCoopOverlay(void)
{
int i;
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_coopemeralds))
return;
#endif
for (i = 0; i < 7; ++i)
{
if (emeralds & (1 << i))
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V_DrawScaledPatch(20 + (i * 20), 6, 0, emeraldpics[i]);
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}
}*/
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// Interface to CECHO settings for the outside world, avoiding the
// expense (and security problems) of going via the console buffer.
void HU_ClearCEcho(void)
{
cechotimer = 0;
}
void HU_SetCEchoDuration(INT32 seconds)
{
cechoduration = seconds * TICRATE;
}
void HU_SetCEchoFlags(INT32 flags)
{
// Don't allow cechoflags to contain any bits in V_PARAMMASK
cechoflags = (flags & ~V_PARAMMASK);
}
void HU_DoCEcho(const char *msg)
{
I_OutputMsg("%s\n", msg); // print to log
strncpy(cechotext, msg, sizeof(cechotext));
strncat(cechotext, "\\", sizeof(cechotext) - strlen(cechotext) - 1);
cechotext[sizeof(cechotext) - 1] = '\0';
cechotimer = cechoduration;
}