Merge branch 'SRB2-CHAT' into 'SRB2-CHAT'

Final code fixes and minor cleanup

See merge request SinnamonLat/SRB2!5
This commit is contained in:
Latapostrophe 2018-12-23 04:30:20 -05:00
commit 809bb8a9d5
3 changed files with 152 additions and 175 deletions

View file

@ -22,6 +22,7 @@
#define MAXNETNODES 32
#define BROADCASTADDR MAXNETNODES
#define MAXSPLITSCREENPLAYERS 2 // Max number of players on a single computer
//#define NETSPLITSCREEN // Kart's splitscreen netgame feature
#define STATLENGTH (TICRATE*2)

View file

@ -73,7 +73,7 @@ patch_t *cred_font[CRED_FONTSIZE];
static player_t *plr;
boolean chat_on; // entering a chat message?
static char w_chat[HU_MAXMSGLEN];
static size_t c_input = 0; // let's try to make the chat input less shitty.
static size_t c_input = 0; // let's try to make the chat input less shitty.
static boolean headsupactive = false;
boolean hu_showscores; // draw rankings
static char hu_tick;
@ -328,20 +328,20 @@ static UINT32 chat_nummsg_min = 0;
static UINT32 chat_scroll = 0;
static tic_t chat_scrolltime = 0;
static UINT32 chat_maxscroll = 0; // how far can we scroll?
static UINT32 chat_maxscroll = 0; // how far can we scroll?
//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 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 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.
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
static INT16 addy = 0; // use this to make the messages scroll smoothly when one fades away
static void HU_removeChatText_Mini(void)
{
@ -351,7 +351,7 @@ static void HU_removeChatText_Mini(void)
strcpy(chat_mini[i], chat_mini[i+1]);
chat_timers[i] = chat_timers[i+1];
}
chat_nummsg_min--; // lost 1 msg.
chat_nummsg_min--; // lost 1 msg.
// use addy and make shit slide smoothly af.
addy += (vid.width < 640) ? 8 : 6;
@ -366,16 +366,16 @@ static void HU_removeChatText_Log(void)
for(i=0;i<chat_nummsg_log-1;i++) {
strcpy(chat_log[i], chat_log[i+1]);
}
chat_nummsg_log--; // lost 1 msg.
chat_nummsg_log--; // lost 1 msg.
}
void HU_AddChatText(const char *text, boolean playsound)
{
if (playsound && cv_consolechat.value != 2) // Don't play the sound if we're using hidden chat.
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.
if (chat_nummsg_log >= CHAT_BUFSIZE) // too many messages!
if (chat_nummsg_log >= CHAT_BUFSIZE) // too many messages!
HU_removeChatText_Log();
strcpy(chat_log[chat_nummsg_log], text);
@ -388,7 +388,7 @@ void HU_AddChatText(const char *text, boolean playsound)
chat_timers[chat_nummsg_min] = TICRATE*cv_chattime.value;
chat_nummsg_min++;
if (OLDCHAT) // if we're using oldchat, print directly in console
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));
@ -425,7 +425,7 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
numwords = COM_Argc() - usedargs;
I_Assert(numwords > 0);
if (CHAT_MUTE) // TODO: Per Player mute.
if (CHAT_MUTE) // TODO: Per Player mute.
{
HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
return;
@ -451,13 +451,13 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
strlcat(msg, COM_Argv(ix + usedargs), msgspace);
}
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
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;
char *nodenum = (char*) malloc(3);
INT32 spc = 1; // used if nodenum[1] is a space.
INT32 spc = 1; // used if nodenum[1] is a space.
strncpy(nodenum, msg+3, 3);
// check for undesirable characters in our "number"
@ -485,16 +485,16 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
}
}
target = atoi((const char*) nodenum); // turn that into a number
target = atoi((const char*) nodenum); // turn that into a number
free(nodenum);
//CONS_Printf("%d\n", target);
// 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!
if (target < MAXPLAYERS && 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
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
return;
}
buf[0] = target;
@ -585,7 +585,7 @@ static void Command_CSay_f(void)
DoSayCommand(0, 1, HU_CSAY);
}
static tic_t stop_spamming_you_cunt[MAXPLAYERS];
static tic_t stop_spamming[MAXPLAYERS];
/** Receives a message, processing an ::XD_SAY command.
* \sa DoSayCommand
@ -648,15 +648,15 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
// before we do anything, let's verify the guy isn't spamming, get this easier on us.
//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))
//if (stop_spamming[playernum] != 0 && cv_chatspamprotection.value && !(flags & HU_CSAY))
if (stop_spamming[playernum] != 0 && consoleplayer != playernum && cv_chatspamprotection.value && !(flags & HU_CSAY))
{
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;
stop_spamming[playernum] = 4;
spam_eatmsg = 1;
}
else
stop_spamming_you_cunt[playernum] = 4; // you can hold off for 4 tics, can you?
stop_spamming[playernum] = 4; // you can hold off for 4 tics, can you?
// run the lua hook even if we were supposed to eat the msg, netgame consistency goes first.
@ -666,7 +666,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
#endif
if (spam_eatmsg)
return; // don't proceed if we were supposed to eat the message.
return; // don't proceed if we were supposed to eat the message.
// If it's a CSAY, just CECHO and be done with it.
if (flags & HU_CSAY)
@ -716,7 +716,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
cstart = "\x86"; // grey name
textcolor = "\x86";
}
else if (target == -1) // say team
else if (target == -1) // say team
{
if (players[playernum].ctfteam == 1) // red
{
@ -736,25 +736,25 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
cstart = "\x83";
if (color <= SKINCOLOR_SILVER)
cstart = "\x80"; // White
cstart = "\x80"; // White
else if (color <= SKINCOLOR_BLACK)
cstart = "\x86"; // Grey
cstart = "\x86"; // Grey
else if (color <= SKINCOLOR_BLUE)
cstart = "\x84"; // Blue
cstart = "\x84"; // Blue
else if (color <= SKINCOLOR_PEACH)
cstart = "\x87"; //... Orange???
cstart = "\x87"; //... Orange???
else if (color == SKINCOLOR_PINK)
cstart = "\x85"; // Red.
cstart = "\x85"; // Red.
else if (color <= SKINCOLOR_PURPLE)
cstart = "\x81"; // Purple
cstart = "\x81"; // Purple
else if (color <= SKINCOLOR_ROSEWOOD)
cstart = "\x87"; // Orange
cstart = "\x87"; // Orange
else if (color <= SKINCOLOR_DARKRED)
cstart = "\x85"; // Red
cstart = "\x85"; // Red
else if (color <= SKINCOLOR_OLIVE)
cstart = "\x83"; // green
cstart = "\x83"; // green
else if (color <= SKINCOLOR_GOLD)
cstart = "\x82"; // Yellow
cstart = "\x82"; // Yellow
}
prefix = cstart;
@ -804,7 +804,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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
prefix = "\x83"; // makes sure this doesn't implode if you sayteam on non-team gamemodes
fmt2 = "%s<%s%s>\x80%s %s%s";
}
@ -837,7 +837,7 @@ static inline boolean HU_keyInChatString(char *s, char ch)
l = strlen(s);
if (l < HU_MAXMSGLEN - 1)
{
if (c_input >= strlen(s)) // don't do anything complicated
if (c_input >= strlen(s)) // don't do anything complicated
{
s[l++] = ch;
s[l]=0;
@ -847,12 +847,15 @@ static inline boolean HU_keyInChatString(char *s, char ch)
// move everything past c_input for new characters:
size_t m = HU_MAXMSGLEN-1;
for (;(m>=c_input);m--)
while (m>=c_input)
{
if (s[m])
s[m+1] = (s[m]);
if (m == 0) // prevent overflow
break;
m--;
}
s[c_input] = ch; // and replace this.
s[c_input] = ch; // and replace this.
}
c_input++;
return true;
@ -910,19 +913,19 @@ static INT32 head = 0, tail = 0;*/
// WHY DO YOU OVERCOMPLICATE EVERYTHING?????????
// Clear spaces so we don't end up with messages only made out of emptiness
static boolean HU_clearChatSpaces()
static boolean HU_clearChatSpaces(void)
{
size_t i = 0; // Used to just check our message
char c; // current character we're iterating.
size_t i = 0; // Used to just check our message
char c; // current character we're iterating.
boolean nothingbutspaces = true;
for (; i < strlen(w_chat); i++) // iterate through message and eradicate all spaces that don't belong.
for (; i < strlen(w_chat); i++) // iterate through message and eradicate all spaces that don't belong.
{
c = w_chat[i];
if (!c)
break; // if there's nothing, it's safe to assume our message has ended, so let's not waste any more time here.
break; // if there's nothing, it's safe to assume our message has ended, so let's not waste any more time here.
if (c != ' ') // Isn't a space
if (c != ' ') // Isn't a space
{
nothingbutspaces = false;
}
@ -943,8 +946,8 @@ static void HU_queueChatChar(char c)
size_t ci = 2;
INT32 target = 0;
if (HU_clearChatSpaces()) // Avoids being able to send empty messages, or something.
return; // If this returns true, that means our message was NOTHING but spaces, so don't send it period.
if (HU_clearChatSpaces()) // Avoids being able to send empty messages, or something.
return; // If this returns true, that means our message was NOTHING but spaces, so don't send it period.
do {
c = w_chat[-2+ci++];
@ -953,7 +956,7 @@ static void HU_queueChatChar(char c)
} while (c);
for (;(i<HU_MAXMSGLEN);i++)
w_chat[i] = 0; // reset this.
w_chat[i] = 0; // reset this.
c_input = 0;
@ -964,9 +967,9 @@ static void HU_queueChatChar(char c)
return;
}
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
{
INT32 spc = 1; // used if nodenum[1] is a space.
INT32 spc = 1; // used if nodenum[1] is a space.
char *nodenum = (char*) malloc(3);
const char *newmsg;
@ -1006,16 +1009,16 @@ static void HU_queueChatChar(char c)
}
}
target = atoi((const char*) nodenum); // turn that into a number
target = atoi((const char*) nodenum); // turn that into a number
free(nodenum);
//CONS_Printf("%d\n", target);
// 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!
if (target < MAXPLAYERS && 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
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
return;
}
@ -1041,14 +1044,14 @@ void HU_clearChatChars(void)
{
size_t i = 0;
for (;i<HU_MAXMSGLEN;i++)
w_chat[i] = 0; // reset this.
w_chat[i] = 0; // reset this.
chat_on = false;
c_input = 0;
}
static boolean justscrolleddown;
static boolean justscrolledup;
static INT16 typelines = 1; // number of drawfill lines we need when drawing the chat. it's some weird hack and might be one frame off but I'm lazy to make another loop.
static INT16 typelines = 1; // number of drawfill lines we need when drawing the chat. it's some weird hack and might be one frame off but I'm lazy to make another loop.
// It's up here since it has to be reset when we open the chat.
@ -1087,7 +1090,7 @@ boolean HU_Responder(event_t *ev)
c = (INT32)ev->data1;
// capslock (now handled outside of chat on so that it works everytime......)
if (c && c == KEY_CAPSLOCK) // it's a toggle.
if (c && c == KEY_CAPSLOCK) // it's a toggle.
{
if (capslock)
capslock = false;
@ -1100,7 +1103,7 @@ boolean HU_Responder(event_t *ev)
{
// 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.
&& netgame && !OLD_MUTE) // check for old chat mute, still let the players open the chat incase they want to scroll otherwise.
{
chat_on = true;
w_chat[0] = 0;
@ -1114,7 +1117,7 @@ boolean HU_Responder(event_t *ev)
{
chat_on = true;
w_chat[0] = 0;
teamtalk = G_GametypeHasTeams(); // Don't teamtalk if we don't have teams.
teamtalk = G_GametypeHasTeams(); // Don't teamtalk if we don't have teams.
chat_scrollmedown = true;
typelines = 1;
return true;
@ -1163,27 +1166,29 @@ boolean HU_Responder(event_t *ev)
if (chatlen+pastelen > HU_MAXMSGLEN)
return true; // we can't paste this!!
if (c_input >= strlen(w_chat)) // add it at the end of the string.
if (c_input >= strlen(w_chat)) // add it at the end of the string.
{
memcpy(&w_chat[chatlen], paste, pastelen); // copy all of that.
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.)
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
{
size_t i = HU_MAXMSGLEN-1;
for (; i>=c_input;i--)
while (i >= c_input)
{
if (w_chat[i])
w_chat[i+pastelen] = w_chat[i];
if (i == 0) // prevent overflow
break;
i--;
}
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
c_input += pastelen;
return true;
}
@ -1196,7 +1201,7 @@ boolean HU_Responder(event_t *ev)
if (c == KEY_ENTER)
{
chat_on = false;
c_input = 0; // reset input cursor
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
@ -1205,9 +1210,9 @@ boolean HU_Responder(event_t *ev)
&& c >= KEY_MOUSE1)) // If it's not a keyboard key, then the chat button is used as a toggle.
{
chat_on = false;
c_input = 0; // reset input cursor
c_input = 0; // reset input cursor
}
else if ((c == KEY_UPARROW || c == KEY_MOUSEWHEELUP) && chat_scroll > 0 && !OLDCHAT) // CHAT SCROLLING YAYS!
else if ((c == KEY_UPARROW || c == KEY_MOUSEWHEELUP) && chat_scroll > 0 && !OLDCHAT) // CHAT SCROLLING YAYS!
{
chat_scroll--;
justscrolledup = true;
@ -1219,9 +1224,9 @@ boolean HU_Responder(event_t *ev)
justscrolleddown = true;
chat_scrolltime = 4;
}
else if (c == KEY_LEFTARROW && c_input != 0 && !OLDCHAT) // i said go back
else if (c == KEY_LEFTARROW && c_input != 0 && !OLDCHAT) // i said go back
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.
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++;
return true;
}
@ -1290,7 +1295,7 @@ static char *CHAT_WordWrap(INT32 x, INT32 w, INT32 option, const char *string)
// 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
INT16 chatx = 13, chaty = 169; // let's use this as our coordinates, shh
// chat stuff by VincyTM LOL XD!
@ -1303,14 +1308,14 @@ static void HU_drawMiniChat(void)
INT32 boxw = cv_chatwidth.value;
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.
boolean prev_linereturn = false; // a hack to prevent double \n while I have no idea why they happen in the first place.
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.
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);*/
@ -1321,11 +1326,11 @@ static void HU_drawMiniChat(void)
size_t j = 0;
INT32 linescount = 0;
while(msg[j]) // iterate through msg
while(msg[j]) // iterate through msg
{
if (msg[j] < HU_FONTSTART) // don't draw
if (msg[j] < HU_FONTSTART) // don't draw
{
if (msg[j] == '\n') // get back down.
if (msg[j] == '\n') // get back down.
{
++j;
if (!prev_linereturn)
@ -1376,20 +1381,20 @@ static void HU_drawMiniChat(void)
i = 0;
prev_linereturn = false;
for (; i<=(chat_nummsg_min-1); i++) // iterate through our hot messages
for (; i<=(chat_nummsg_min-1); i++) // iterate through our hot messages
{
INT32 clrflag = 0;
INT32 timer = ((cv_chattime.value*TICRATE)-chat_timers[i]) - cv_chattime.value*TICRATE+9; // see below...
INT32 transflag = (timer >= 0 && timer <= 9) ? (timer*V_10TRANS) : 0; // you can make bad jokes out of this one.
INT32 timer = ((cv_chattime.value*TICRATE)-chat_timers[i]) - cv_chattime.value*TICRATE+9; // see below...
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.
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;
while(msg[j]) // iterate through msg
while(msg[j]) // iterate through msg
{
if (msg[j] < HU_FONTSTART) // don't draw
if (msg[j] < HU_FONTSTART) // don't draw
{
if (msg[j] == '\n') // get back down.
if (msg[j] == '\n') // get back down.
{
++j;
if (!prev_linereturn)
@ -1412,7 +1417,7 @@ static void HU_drawMiniChat(void)
}
else
{
if (cv_chatbacktint.value) // on request of wolfy
if (cv_chatbacktint.value) // on request of wolfy
V_DrawFillConsoleMap(x + dx + 2, y+dy, charwidth, charheight, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT);
V_DrawChatCharacter(x + dx + 2, y+dy, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|transflag, !cv_allcaps.value, colormap);
@ -1435,39 +1440,6 @@ static void HU_drawMiniChat(void)
}
// HU_DrawUpArrow
// You see, we don't have arrow graphics in 2.1 and I'm too lazy to include a 2 bytes file for it.
static void HU_DrawUpArrow(INT32 x, INT32 y, INT32 options)
{
// Ok I'm super lazy so let's make this as the worst draw function:
V_DrawFill(x+2, y, 1, 1, 103|options);
V_DrawFill(x+1, y+1, 3, 1, 103|options);
V_DrawFill(x, y+2, 5, 1, 103|options); // that's the yellow part, I swear
V_DrawFill(x+3, y, 1, 1, 26|options);
V_DrawFill(x+4, y+1, 1, 1, 26|options);
V_DrawFill(x+5, y+2, 1, 1, 26|options);
V_DrawFill(x, y+3, 6, 1, 26|options); // that's the black part. no racism intended. i swear.
}
// HU_DrawDownArrow
// Should we talk about anime waifus to pass the time? This feels retarded.
static void HU_DrawDownArrow(INT32 x, INT32 y, INT32 options)
{
// Ok I'm super lazy so let's make this as the worst draw function:
V_DrawFill(x, y, 6, 1, 26|options);
V_DrawFill(x, y+1, 5, 1, 26|options);
V_DrawFill(x+1, y+2, 3, 1, 26|options);
V_DrawFill(x+2, y+3, 1, 1, 26|options); // that's the black part. no racism intended. i swear.
V_DrawFill(x, y, 5, 1, 103|options);
V_DrawFill(x+1, y+1, 3, 1, 103|options);
V_DrawFill(x+2, y+2, 1, 1, 103|options); // that's the yellow part, I swear
}
// HU_DrawChatLog
static void HU_drawChatLog(INT32 offset)
@ -1483,44 +1455,44 @@ static void HU_drawChatLog(INT32 offset)
if (chat_scroll > chat_maxscroll)
chat_scroll = chat_maxscroll;
/*if (splitscreen)
#ifdef NETSPLITSCREEN
if (splitscreen)
{
boxh = max(6, boxh/2);
if (splitscreen > 1)
boxw = max(64, boxw/2);
}*/
// Unused SRB2KART splitscreen stuff. I'll leave it here in case it ever happens in Vanilla?
}
#endif
y = chaty - offset*charheight - (chat_scroll*charheight) - boxh*charheight - 12;
/*if (splitscreen)
#ifdef NETSPLITSCREEN
if (splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
y += 16;
}*/
}
#endif
y -= (G_RingSlingerGametype() ? 16 : 0);
// Unused SRB2KART splitscreen stuff. I'll leave it here in case it ever happens in Vanilla? (x2)
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
V_DrawFillConsoleMap(chatx, chat_topy, boxw, boxh*charheight +2, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT); // log box
for (i=0; i<chat_nummsg_log; i++) // iterate through our chatlog
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.
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;
while(msg[j]) // iterate through msg
while(msg[j]) // iterate through msg
{
if (msg[j] < HU_FONTSTART) // don't draw
if (msg[j] < HU_FONTSTART) // don't draw
{
if (msg[j] == '\n') // get back down.
if (msg[j] == '\n') // get back down.
{
++j;
dy += charheight;
@ -1542,7 +1514,7 @@ static void HU_drawChatLog(INT32 offset)
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);
else
j++; // don't forget to increment this or we'll get stuck in the limbo.
j++; // don't forget to increment this or we'll get stuck in the limbo.
}
dx += charwidth;
@ -1557,14 +1529,14 @@ static void HU_drawChatLog(INT32 offset)
}
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.
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
atbottom = true; // we should scroll
}
chat_scrollmedown = false;
// 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.
chat_maxscroll = (dy/charheight); // welcome to C, we don't know what min() and max() are.
if (chat_maxscroll <= (UINT32)cv_chatheight.value)
chat_maxscroll = 0;
else
@ -1575,11 +1547,10 @@ static void HU_drawChatLog(INT32 offset)
chat_scroll = chat_maxscroll;
// draw arrows to indicate that we can (or not) scroll.
if (chat_scroll > 0)
HU_DrawUpArrow(chatx-8, ((justscrolledup) ? (chat_topy-1) : (chat_topy)), V_SNAPTOBOTTOM | V_SNAPTOLEFT);
V_DrawThinString(chatx-8, ((justscrolledup) ? (chat_topy-1) : (chat_topy)), V_SNAPTOBOTTOM | V_SNAPTOLEFT | V_YELLOWMAP, "\x1A"); // up arrow
if (chat_scroll < chat_maxscroll)
HU_DrawDownArrow(chatx-8, chat_bottomy-((justscrolleddown) ? 3 : 4), V_SNAPTOBOTTOM | V_SNAPTOLEFT);
V_DrawThinString(chatx-8, chat_bottomy-((justscrolleddown) ? 5 : 6), V_SNAPTOBOTTOM | V_SNAPTOLEFT | V_YELLOWMAP, "\x1B"); // down arrow
justscrolleddown = false;
justscrolledup = false;
@ -1596,13 +1567,14 @@ static void HU_DrawChat(void)
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!
UINT32 i = 0, saylen = strlen(w_chat); // You learn new things everyday!
INT32 cflag = 0;
const char *ntalk = "Say: ", *ttalk = "Team: ";
const char *talk = ntalk;
const char *mute = "Chat has been muted.";
/*if (splitscreen)
#ifdef NETSPLITSCREEN
if (splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
@ -1610,11 +1582,10 @@ static void HU_DrawChat(void)
y += 16;
boxw = max(64, boxw/2);
}
}*/
}
#endif
y -= (G_RingSlingerGametype() ? 16 : 0);
// More unused SRB2KART stuff.
if (teamtalk)
{
talk = ttalk;
@ -1630,7 +1601,7 @@ static void HU_DrawChat(void)
{
talk = mute;
typelines = 1;
cflag = V_GRAYMAP; // set text in gray if chat is muted.
cflag = V_GRAYMAP; // set text in gray if chat is muted.
}
V_DrawFillConsoleMap(chatx, y-1, boxw, (typelines*charheight), 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT);
@ -1666,12 +1637,12 @@ static void HU_DrawChat(void)
boolean skippedline = false;
if (c_input == (i+1))
{
INT32 cursorx = (c+charwidth < boxw-charwidth) ? (chatx + 2 + c+charwidth) : (chatx+1); // we may have to go down.
INT32 cursorx = (c+charwidth < boxw-charwidth) ? (chatx + 2 + c+charwidth) : (chatx+1); // we may have to go down.
INT32 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);
if (cursorx == chatx+1 && saylen == i) // a weirdo hack
if (cursorx == chatx+1 && saylen == i) // a weirdo hack
{
typelines += 1;
skippedline = true;
@ -1694,20 +1665,20 @@ static void HU_DrawChat(void)
}
// handle /pm list. It's messy, horrible and I don't care.
if (strnicmp(w_chat, "/pm", 3) == 0 && vid.width >= 400 && !teamtalk) // 320x200 unsupported kthxbai
if (strnicmp(w_chat, "/pm", 3) == 0 && vid.width >= 400 && !teamtalk) // 320x200 unsupported kthxbai
{
INT32 count = 0;
INT32 p_dispy = chaty - charheight -1;
/*if (splitscreen)
#ifdef NETSPLITSCREEN
if (splitscreen)
{
p_dispy -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
p_dispy += 16;
}*/
}
#endif
p_dispy -= (G_RingSlingerGametype() ? 16 : 0);
// more kart leftovers.
i = 0;
for(i=0; (i<MAXPLAYERS); i++)
{
@ -1724,7 +1695,8 @@ static void HU_DrawChat(void)
nodenum = (char*) malloc(3);
strncpy(nodenum, w_chat+3, 3);
n = atoi((const char*) nodenum); // turn that into a number
n = atoi((const char*) nodenum); // turn that into a number
free(nodenum);
// special cases:
if ((n == 0) && !(w_chat[4] == '0'))
@ -1757,20 +1729,20 @@ static void HU_DrawChat(void)
if (playeringame[i])
{
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.
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));
count++;
}
}
if (count == 0) // no results.
if (count == 0) // no results.
{
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_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, "NO RESULT.");
}
}
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.
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.
}
@ -1820,7 +1792,7 @@ static void HU_DrawChat_Old(void)
if (c_input == (i+1) && hu_tick < 4)
{
INT32 cursorx = (HU_INPUTX+c+charwidth < vid.width) ? (HU_INPUTX + c + charwidth) : (HU_INPUTX); // we may have to go down.
INT32 cursorx = (HU_INPUTX+c+charwidth < vid.width) ? (HU_INPUTX + c + charwidth) : (HU_INPUTX); // we may have to go down.
INT32 cursory = (cursorx != HU_INPUTX) ? (y) : (y+charheight);
V_DrawCharacter(cursorx, cursory+2*con_scalefactor, '_' |cv_constextsize.value | V_NOSCALESTART|t, !cv_allcaps.value);
}
@ -2023,25 +1995,25 @@ void HU_Drawer(void)
if (!OLDCHAT)
HU_DrawChat();
else
HU_DrawChat_Old(); // why the fuck.........................
HU_DrawChat_Old();
}
else
{
typelines = 1;
chat_scrolltime = 0;
if (!OLDCHAT && cv_consolechat.value < 2) // Don't display minimized chat if you set the mode to Window (Hidden)
HU_drawMiniChat(); // draw messages in a cool fashion.
if (!OLDCHAT && cv_consolechat.value < 2) // Don't display minimized chat if you set the mode to Window (Hidden)
HU_drawMiniChat(); // draw messages in a cool fashion.
}
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)
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;
// handle spam while we're at it:
for(; (i<MAXPLAYERS); i++)
{
if (stop_spamming_you_cunt[i] > 0)
stop_spamming_you_cunt[i]--;
if (stop_spamming[i] > 0)
stop_spamming[i]--;
}
// handle chat timers
@ -2150,7 +2122,7 @@ void HU_Erase(void)
oldclearlines = con_clearlines;
if (chat_on && OLDCHAT)
if (bottomline < 8)
bottomline = 8; // only do it for consolechat. consolechat is gay.
bottomline = 8; // only do it for consolechat. consolechat is gay.
if (automapactive || viewwindowx == 0) // hud msgs don't need to be cleared
return;
@ -2191,8 +2163,8 @@ void HU_Erase(void)
//
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)
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 = x+1 - (V_SmallStringWidth(va("%dms", ping), V_ALLOWLOWERCASE)/2);
@ -2204,14 +2176,14 @@ void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext)
}
else if (ping < 256)
{
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
barcolor = 103;
}
if (!notext || vid.width >= 640) // how sad, we're using a shit resolution.
if (!notext || vid.width >= 640) // how sad, we're using a shit resolution.
V_DrawSmallString(dx, y+4, V_ALLOWLOWERCASE, va("%dms", ping));
for (i=0; (i<3); i++) // Draw the ping bar
for (i=0; (i<3); i++) // Draw the ping bar
{
V_DrawFill(x+2 *(i-1), y+yoffset-4, 2, 8-yoffset, 31);
if (i < numbars)
@ -2239,7 +2211,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
if (players[tab[i].num].spectator)
continue; //ignore them.
if (!splitscreen) // don't draw it on splitscreen,
if (!splitscreen) // don't draw it on splitscreen,
{
if (!(tab[i].num == serverplayer))
HU_drawPing(x+ 253, y+2, playerpingtable[tab[i].num], false);
@ -2452,7 +2424,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
if (redplayers++ > 8)
{
smol = true;
break; // don't make more loops than we need to.
break; // don't make more loops than we need to.
}
}
else if (tab[i].color == skincolor_blueteam) //blue
@ -2664,7 +2636,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
continue; //ignore them.
strlcpy(name, tab[i].name, 7);
if (!splitscreen) // don't draw it on splitscreen,
if (!splitscreen) // don't draw it on splitscreen,
{
if (!(tab[i].num == serverplayer))
HU_drawPing(x+ 135, y+3, playerpingtable[tab[i].num], true);

View file

@ -58,7 +58,11 @@ typedef struct
//------------------------------------
#define HU_MAXMSGLEN 224
#define CHAT_BUFSIZE 64 // that's enough messages, right? We'll delete the older ones when that gets out of hand.
#ifdef NETSPLITSCREEN
#define OLDCHAT (cv_consolechat.value == 1 || dedicated || vid.width < 640)
#else
#define OLDCHAT (cv_consolechat.value == 1 || dedicated || vid.width < 640 || splitscreen)
#endif
#define CHAT_MUTE (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) // this still allows to open the chat but not to type. That's used for scrolling and whatnot.
#define OLD_MUTE (OLDCHAT && cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) // this is used to prevent oldchat from opening when muted.