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b773b61b8c
This reverts commit 749c2753e4
.
3231 lines
87 KiB
C
3231 lines
87 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file hu_stuff.c
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/// \brief Heads up display
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#include "doomdef.h"
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#include "byteptr.h"
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#include "hu_stuff.h"
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#include "m_menu.h" // gametype_cons_t
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#include "m_cond.h" // emblems
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#include "d_clisrv.h"
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#include "g_game.h"
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#include "g_input.h"
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#include "i_video.h"
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#include "i_system.h"
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#include "st_stuff.h" // ST_HEIGHT
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#include "r_local.h"
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#include "keys.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "console.h"
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#include "am_map.h"
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#include "d_main.h"
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#include "p_local.h" // camera, camera2
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#include "p_tick.h"
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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#ifdef HAVE_BLUA
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#include "lua_hud.h"
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#include "lua_hook.h"
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#endif
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// coords are scaled
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#define HU_INPUTX 0
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#define HU_INPUTY 0
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#define HU_SERVER_SAY 1 // Server message (dedicated).
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#define HU_CSAY 2 // Server CECHOes to everyone.
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//-------------------------------------------
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// heads up font
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//-------------------------------------------
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patch_t *hu_font[HU_FONTSIZE];
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patch_t *tny_font[HU_FONTSIZE];
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patch_t *tallnum[10]; // 0-9
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patch_t *nightsnum[10]; // 0-9
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// Level title and credits fonts
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patch_t *lt_font[LT_FONTSIZE];
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patch_t *cred_font[CRED_FONTSIZE];
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patch_t *ttlnum[20]; // act numbers (0-19)
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static player_t *plr;
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boolean chat_on; // entering a chat message?
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static char w_chat[HU_MAXMSGLEN];
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static size_t c_input = 0; // let's try to make the chat input less shitty.
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static boolean headsupactive = false;
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boolean hu_showscores; // draw rankings
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static char hu_tick;
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patch_t *rflagico;
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patch_t *bflagico;
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patch_t *rmatcico;
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patch_t *bmatcico;
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patch_t *tagico;
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patch_t *tallminus;
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patch_t *tallinfin;
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//-------------------------------------------
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// coop hud
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//-------------------------------------------
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patch_t *emeraldpics[3][8]; // 0 = normal, 1 = tiny, 2 = coinbox
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static patch_t *emblemicon;
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patch_t *tokenicon;
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static patch_t *exiticon;
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//-------------------------------------------
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// misc vars
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//-------------------------------------------
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// crosshair 0 = off, 1 = cross, 2 = angle, 3 = point, see m_menu.c
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static patch_t *crosshair[HU_CROSSHAIRS]; // 3 precached crosshair graphics
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// -------
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// protos.
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// -------
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static void HU_DrawRankings(void);
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static void HU_DrawCoopOverlay(void);
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static void HU_DrawNetplayCoopOverlay(void);
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//======================================================================
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// KEYBOARD LAYOUTS FOR ENTERING TEXT
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//======================================================================
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char *shiftxform;
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char english_shiftxform[] =
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{
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0,
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1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
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11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
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21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
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31,
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' ', '!', '"', '#', '$', '%', '&',
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'"', // shift-'
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'(', ')', '*', '+',
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'<', // shift-,
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'_', // shift--
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'>', // shift-.
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'?', // shift-/
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')', // shift-0
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'!', // shift-1
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'@', // shift-2
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'#', // shift-3
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'$', // shift-4
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'%', // shift-5
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'^', // shift-6
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'&', // shift-7
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'*', // shift-8
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'(', // shift-9
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':',
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':', // shift-;
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'<',
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'+', // shift-=
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'>', '?', '@',
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'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
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'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
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'{', // shift-[
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'|', // shift-backslash - OH MY GOD DOES WATCOM SUCK
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'}', // shift-]
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'"', '_',
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'~', // shift-`
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'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
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'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
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'{', '|', '}', '~', 127
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};
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static char cechotext[1024];
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static tic_t cechotimer = 0;
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static tic_t cechoduration = 5*TICRATE;
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static INT32 cechoflags = 0;
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//======================================================================
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// HEADS UP INIT
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//======================================================================
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#ifndef NONET
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// just after
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static void Command_Say_f(void);
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static void Command_Sayto_f(void);
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static void Command_Sayteam_f(void);
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static void Command_CSay_f(void);
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static void Got_Saycmd(UINT8 **p, INT32 playernum);
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#endif
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void HU_LoadGraphics(void)
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{
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char buffer[9];
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INT32 i, j;
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if (dedicated)
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return;
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j = HU_FONTSTART;
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for (i = 0; i < HU_FONTSIZE; i++, j++)
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{
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// cache the heads-up font for entire game execution
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sprintf(buffer, "STCFN%.3d", j);
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if (W_CheckNumForName(buffer) == LUMPERROR)
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hu_font[i] = NULL;
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else
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hu_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
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// tiny version of the heads-up font
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sprintf(buffer, "TNYFN%.3d", j);
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if (W_CheckNumForName(buffer) == LUMPERROR)
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tny_font[i] = NULL;
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else
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tny_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
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}
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j = LT_FONTSTART;
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for (i = 0; i < LT_FONTSIZE; i++)
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{
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sprintf(buffer, "LTFNT%.3d", j);
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j++;
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if (W_CheckNumForName(buffer) == LUMPERROR)
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lt_font[i] = NULL;
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else
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lt_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
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}
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// cache the credits font for entire game execution (why not?)
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j = CRED_FONTSTART;
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for (i = 0; i < CRED_FONTSIZE; i++)
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{
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sprintf(buffer, "CRFNT%.3d", j);
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j++;
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if (W_CheckNumForName(buffer) == LUMPERROR)
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cred_font[i] = NULL;
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else
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cred_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
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}
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//cache numbers too!
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for (i = 0; i < 10; i++)
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{
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sprintf(buffer, "STTNUM%d", i);
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tallnum[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
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sprintf(buffer, "NGTNUM%d", i);
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nightsnum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
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}
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// minus for negative tallnums
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tallminus = (patch_t *)W_CachePatchName("STTMINUS", PU_HUDGFX);
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tallinfin = (patch_t *)W_CachePatchName("STTINFIN", PU_HUDGFX);
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// cache act numbers for level titles
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for (i = 0; i < 20; i++)
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{
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sprintf(buffer, "TTL%.2d", i);
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ttlnum[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
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}
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// cache the crosshairs, don't bother to know which one is being used,
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// just cache all 3, they're so small anyway.
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for (i = 0; i < HU_CROSSHAIRS; i++)
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{
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sprintf(buffer, "CROSHAI%c", '1'+i);
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crosshair[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
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}
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emblemicon = W_CachePatchName("EMBLICON", PU_HUDGFX);
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tokenicon = W_CachePatchName("TOKNICON", PU_HUDGFX);
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exiticon = W_CachePatchName("EXITICON", PU_HUDGFX);
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emeraldpics[0][0] = W_CachePatchName("CHAOS1", PU_HUDGFX);
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emeraldpics[0][1] = W_CachePatchName("CHAOS2", PU_HUDGFX);
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emeraldpics[0][2] = W_CachePatchName("CHAOS3", PU_HUDGFX);
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emeraldpics[0][3] = W_CachePatchName("CHAOS4", PU_HUDGFX);
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emeraldpics[0][4] = W_CachePatchName("CHAOS5", PU_HUDGFX);
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emeraldpics[0][5] = W_CachePatchName("CHAOS6", PU_HUDGFX);
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emeraldpics[0][6] = W_CachePatchName("CHAOS7", PU_HUDGFX);
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emeraldpics[0][7] = W_CachePatchName("CHAOS8", PU_HUDGFX);
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emeraldpics[1][0] = W_CachePatchName("TEMER1", PU_HUDGFX);
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emeraldpics[1][1] = W_CachePatchName("TEMER2", PU_HUDGFX);
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emeraldpics[1][2] = W_CachePatchName("TEMER3", PU_HUDGFX);
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emeraldpics[1][3] = W_CachePatchName("TEMER4", PU_HUDGFX);
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emeraldpics[1][4] = W_CachePatchName("TEMER5", PU_HUDGFX);
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emeraldpics[1][5] = W_CachePatchName("TEMER6", PU_HUDGFX);
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emeraldpics[1][6] = W_CachePatchName("TEMER7", PU_HUDGFX);
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//emeraldpics[1][7] = W_CachePatchName("TEMER8", PU_HUDGFX); -- unused
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emeraldpics[2][0] = W_CachePatchName("EMBOX1", PU_HUDGFX);
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emeraldpics[2][1] = W_CachePatchName("EMBOX2", PU_HUDGFX);
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emeraldpics[2][2] = W_CachePatchName("EMBOX3", PU_HUDGFX);
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emeraldpics[2][3] = W_CachePatchName("EMBOX4", PU_HUDGFX);
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emeraldpics[2][4] = W_CachePatchName("EMBOX5", PU_HUDGFX);
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emeraldpics[2][5] = W_CachePatchName("EMBOX6", PU_HUDGFX);
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emeraldpics[2][6] = W_CachePatchName("EMBOX7", PU_HUDGFX);
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//emeraldpics[2][7] = W_CachePatchName("EMBOX8", PU_HUDGFX); -- unused
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}
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// Initialise Heads up
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// once at game startup.
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//
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void HU_Init(void)
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{
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#ifndef NONET
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COM_AddCommand("say", Command_Say_f);
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COM_AddCommand("sayto", Command_Sayto_f);
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COM_AddCommand("sayteam", Command_Sayteam_f);
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COM_AddCommand("csay", Command_CSay_f);
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RegisterNetXCmd(XD_SAY, Got_Saycmd);
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#endif
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// set shift translation table
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shiftxform = english_shiftxform;
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HU_LoadGraphics();
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}
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static inline void HU_Stop(void)
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{
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headsupactive = false;
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}
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//
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// Reset Heads up when consoleplayer spawns
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//
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void HU_Start(void)
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{
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if (headsupactive)
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HU_Stop();
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plr = &players[consoleplayer];
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headsupactive = true;
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}
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//======================================================================
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// EXECUTION
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//======================================================================
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#ifndef NONET
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// EVERY CHANGE IN THIS SCRIPT IS LOL XD! BY VINCYTM
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static UINT32 chat_nummsg_log = 0;
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static UINT32 chat_nummsg_min = 0;
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static UINT32 chat_scroll = 0;
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static tic_t chat_scrolltime = 0;
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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.
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//static chatmsg_t chat_log[CHAT_BUFSIZE]; // Keep every message sent to us in memory so we can scroll n shit, it's cool.
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static char chat_log[CHAT_BUFSIZE][255]; // hold the last 48 or so messages in that log.
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static char chat_mini[8][255]; // display up to 8 messages that will fade away / get overwritten
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static tic_t chat_timers[8];
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static boolean chat_scrollmedown = false; // force instant scroll down on the chat log. Happens when you open it / send a message.
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// remove text from minichat table
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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)
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{
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// MPC: Don't create new arrays, just iterate through an existing one
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size_t i;
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for(i=0;i<chat_nummsg_min-1;i++) {
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strcpy(chat_mini[i], chat_mini[i+1]);
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chat_timers[i] = chat_timers[i+1];
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}
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chat_nummsg_min--; // lost 1 msg.
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// use addy and make shit slide smoothly af.
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addy += (vid.width < 640) ? 8 : 6;
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}
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// same but w the log. TODO: optimize this and maybe merge in a single func? im bad at C.
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static void HU_removeChatText_Log(void)
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{
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// MPC: Don't create new arrays, just iterate through an existing one
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size_t i;
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for(i=0;i<chat_nummsg_log-1;i++) {
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strcpy(chat_log[i], chat_log[i+1]);
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}
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chat_nummsg_log--; // lost 1 msg.
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}
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#endif
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void HU_AddChatText(const char *text, boolean playsound)
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{
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#ifndef NONET
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if (playsound && cv_consolechat.value != 2) // Don't play the sound if we're using hidden chat.
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S_StartSound(NULL, sfx_radio);
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// 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) // too many messages!
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HU_removeChatText_Log();
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strcpy(chat_log[chat_nummsg_log], text);
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chat_nummsg_log++;
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if (chat_nummsg_min >= 8)
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HU_removeChatText_Mini();
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strcpy(chat_mini[chat_nummsg_min], text);
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chat_timers[chat_nummsg_min] = TICRATE*cv_chattime.value;
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chat_nummsg_min++;
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if (OLDCHAT) // if we're using oldchat, print directly in console
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CONS_Printf("%s\n", text);
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else // if we aren't, still save the message to log.txt
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CON_LogMessage(va("%s\n", text));
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#else
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(void)playsound;
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CONS_Printf("%s\n", text);
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#endif
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}
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#ifndef NONET
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/** Runs a say command, sending an ::XD_SAY message.
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* A say command consists of a signed 8-bit integer for the target, an
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* unsigned 8-bit flag variable, and then the message itself.
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*
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* The target is 0 to say to everyone, 1 to 32 to say to that player, or -1
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* to -32 to say to everyone on that player's team. Note: This means you
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* have to add 1 to the player number, since they are 0 to 31 internally.
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*
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* The flag HU_SERVER_SAY will be set if it is the dedicated server speaking.
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*
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* This function obtains the message using COM_Argc() and COM_Argv().
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*
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* \param target Target to send message to.
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* \param usedargs Number of arguments to ignore.
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* \param flags Set HU_CSAY for server/admin to CECHO everyone.
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* \sa Command_Say_f, Command_Sayteam_f, Command_Sayto_f, Got_Saycmd
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* \author Graue <graue@oceanbase.org>
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*/
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static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
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{
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char buf[254];
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size_t numwords, ix;
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char *msg = &buf[2];
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const size_t msgspace = sizeof buf - 2;
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numwords = COM_Argc() - usedargs;
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I_Assert(numwords > 0);
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if (CHAT_MUTE) // TODO: Per Player mute.
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{
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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;
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}
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// Only servers/admins can CSAY.
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if(!server && !(IsPlayerAdmin(consoleplayer)))
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flags &= ~HU_CSAY;
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// We handle HU_SERVER_SAY, not the caller.
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flags &= ~HU_SERVER_SAY;
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if(dedicated && !(flags & HU_CSAY))
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flags |= HU_SERVER_SAY;
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buf[0] = target;
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buf[1] = flags;
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msg[0] = '\0';
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for (ix = 0; ix < numwords; ix++)
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{
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if (ix > 0)
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strlcat(msg, " ", msgspace);
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strlcat(msg, COM_Argv(ix + usedargs), msgspace);
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}
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if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
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{
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// what we're gonna do now is check if the node exists
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// with that logic, characters 4 and 5 are our numbers:
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const char *newmsg;
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char *nodenum = (char*) malloc(3);
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INT32 spc = 1; // used if nodenum[1] is a space.
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|
|
strncpy(nodenum, msg+3, 3);
|
|
// check for undesirable characters in our "number"
|
|
if (((nodenum[0] < '0') || (nodenum[0] > '9')) || ((nodenum[1] < '0') || (nodenum[1] > '9')))
|
|
{
|
|
// 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);
|
|
free(nodenum);
|
|
return;
|
|
}
|
|
}
|
|
// I'm very bad at C, I swear I am, additional checks eww!
|
|
if (spc != 0)
|
|
{
|
|
if (msg[5] != ' ')
|
|
{
|
|
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false);
|
|
free(nodenum);
|
|
return;
|
|
}
|
|
}
|
|
|
|
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 (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
|
|
return;
|
|
}
|
|
buf[0] = target;
|
|
newmsg = msg+5+spc;
|
|
strlcpy(msg, newmsg, 252);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
DoSayCommand(-1, 1, 0);
|
|
}
|
|
|
|
/** 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;
|
|
}
|
|
|
|
if(!server && !IsPlayerAdmin(consoleplayer))
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("Only servers and admins can use csay.\n"));
|
|
return;
|
|
}
|
|
|
|
DoSayCommand(0, 1, HU_CSAY);
|
|
}
|
|
static tic_t stop_spamming[MAXPLAYERS];
|
|
|
|
/** 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;
|
|
INT32 spam_eatmsg = 0;
|
|
|
|
CONS_Debug(DBG_NETPLAY,"Received SAY cmd from Player %d (%s)\n", playernum+1, player_names[playernum]);
|
|
|
|
target = READSINT8(*p);
|
|
flags = READUINT8(*p);
|
|
msg = (char *)*p;
|
|
SKIPSTRING(*p);
|
|
|
|
if ((cv_mute.value || flags & (HU_CSAY|HU_SERVER_SAY)) && playernum != serverplayer && !(IsPlayerAdmin(playernum)))
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
char buf[2];
|
|
|
|
buf[0] = (char)playernum;
|
|
buf[1] = KICK_MSG_CON_FAIL;
|
|
SendNetXCmd(XD_KICK, &buf, 2);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// before we do anything, let's verify the guy isn't spamming, get this easier on us.
|
|
|
|
//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[playernum] = 4;
|
|
spam_eatmsg = 1;
|
|
}
|
|
else
|
|
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.
|
|
|
|
#ifdef HAVE_BLUA
|
|
if (LUAh_PlayerMsg(playernum, target, flags, msg))
|
|
return;
|
|
#endif
|
|
|
|
if (spam_eatmsg)
|
|
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)
|
|
{
|
|
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";
|
|
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;
|
|
|
|
cstart = "\x83";
|
|
|
|
// Follow palette order at r_draw.c Color_Names
|
|
switch (color)
|
|
{
|
|
default:
|
|
case SKINCOLOR_WHITE:
|
|
case SKINCOLOR_BONE:
|
|
case SKINCOLOR_CLOUDY:
|
|
case SKINCOLOR_GREY:
|
|
case SKINCOLOR_SILVER:
|
|
case SKINCOLOR_AETHER:
|
|
case SKINCOLOR_SLATE:
|
|
cstart = "\x80"; // white
|
|
break;
|
|
case SKINCOLOR_CARBON:
|
|
case SKINCOLOR_JET:
|
|
case SKINCOLOR_BLACK:
|
|
cstart = "\x86"; // V_GRAYMAP
|
|
break;
|
|
case SKINCOLOR_PINK:
|
|
case SKINCOLOR_RUBY:
|
|
case SKINCOLOR_SALMON:
|
|
case SKINCOLOR_RED:
|
|
case SKINCOLOR_CRIMSON:
|
|
case SKINCOLOR_FLAME:
|
|
cstart = "\x85"; // V_REDMAP
|
|
break;
|
|
case SKINCOLOR_YOGURT:
|
|
case SKINCOLOR_BROWN:
|
|
case SKINCOLOR_TAN:
|
|
case SKINCOLOR_BEIGE:
|
|
case SKINCOLOR_QUAIL:
|
|
cstart = "\x8d"; // V_BROWNMAP
|
|
break;
|
|
case SKINCOLOR_MOSS:
|
|
case SKINCOLOR_GREEN:
|
|
case SKINCOLOR_FOREST:
|
|
case SKINCOLOR_EMERALD:
|
|
case SKINCOLOR_MINT:
|
|
cstart = "\x83"; // V_GREENMAP
|
|
break;
|
|
case SKINCOLOR_AZURE:
|
|
cstart = "\x8c"; // V_AZUREMAP
|
|
break;
|
|
case SKINCOLOR_LAVENDER:
|
|
case SKINCOLOR_PASTEL:
|
|
case SKINCOLOR_PURPLE:
|
|
cstart = "\x89"; // V_PURPLEMAP
|
|
break;
|
|
case SKINCOLOR_PEACHY:
|
|
case SKINCOLOR_LILAC:
|
|
case SKINCOLOR_PLUM:
|
|
case SKINCOLOR_ROSY:
|
|
cstart = "\x8e"; // V_ROSYMAP
|
|
break;
|
|
case SKINCOLOR_SUNSET:
|
|
case SKINCOLOR_APRICOT:
|
|
case SKINCOLOR_ORANGE:
|
|
case SKINCOLOR_RUST:
|
|
cstart = "\x87"; // V_ORANGEMAP
|
|
break;
|
|
case SKINCOLOR_GOLD:
|
|
case SKINCOLOR_SANDY:
|
|
case SKINCOLOR_YELLOW:
|
|
case SKINCOLOR_OLIVE:
|
|
cstart = "\x82"; // V_YELLOWMAP
|
|
break;
|
|
case SKINCOLOR_LIME:
|
|
case SKINCOLOR_PERIDOT:
|
|
cstart = "\x8b"; // V_PERIDOTMAP
|
|
break;
|
|
case SKINCOLOR_SEAFOAM:
|
|
case SKINCOLOR_AQUA:
|
|
cstart = "\x8a"; // V_AQUAMAP
|
|
break;
|
|
case SKINCOLOR_TEAL:
|
|
case SKINCOLOR_WAVE:
|
|
case SKINCOLOR_CYAN:
|
|
case SKINCOLOR_SKY:
|
|
case SKINCOLOR_CERULEAN:
|
|
case SKINCOLOR_ICY:
|
|
case SKINCOLOR_SAPPHIRE:
|
|
case SKINCOLOR_VAPOR:
|
|
cstart = "\x88"; // V_SKYMAP
|
|
break;
|
|
case SKINCOLOR_CORNFLOWER:
|
|
case SKINCOLOR_BLUE:
|
|
case SKINCOLOR_COBALT:
|
|
case SKINCOLOR_DUSK:
|
|
cstart = "\x84"; // V_BLUEMAP
|
|
break;
|
|
case SKINCOLOR_BUBBLEGUM:
|
|
case SKINCOLOR_MAGENTA:
|
|
case SKINCOLOR_NEON:
|
|
case SKINCOLOR_VIOLET:
|
|
cstart = "\x81"; // V_MAGENTAMAP
|
|
break;
|
|
}
|
|
}
|
|
prefix = cstart;
|
|
|
|
// Give admins and remote admins their symbols.
|
|
if (playernum == serverplayer)
|
|
tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(adminchar) + 1, PU_STATIC, NULL);
|
|
else if (IsPlayerAdmin(playernum))
|
|
tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(remotechar) + 1, PU_STATIC, NULL);
|
|
if (tempchar)
|
|
{
|
|
if (playernum == serverplayer)
|
|
strcat(tempchar, adminchar);
|
|
else
|
|
strcat(tempchar, remotechar);
|
|
strcat(tempchar, cstart);
|
|
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";
|
|
else if (target-1 == consoleplayer) // To you
|
|
{
|
|
prefix = "\x82[PM]";
|
|
cstart = "\x82";
|
|
textcolor = "\x82";
|
|
fmt2 = "%s<%s%s>%s\x80 %s%s";
|
|
}
|
|
else if (target > 0) // By you, to another player
|
|
{
|
|
// Use target's name.
|
|
dispname = player_names[target-1];
|
|
prefix = "\x82[TO]";
|
|
cstart = "\x82";
|
|
fmt2 = "%s<%s%s>%s\x80 %s%s";
|
|
|
|
}
|
|
else if (target == 0) // To everyone
|
|
fmt2 = "%s<%s%s%s>\x80 %s%s";
|
|
else // To your team
|
|
{
|
|
if (players[playernum].ctfteam == 1) // red
|
|
prefix = "\x85[TEAM]";
|
|
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
|
|
|
|
fmt2 = "%s<%s%s>\x80%s %s%s";
|
|
}
|
|
|
|
HU_AddChatText(va(fmt2, prefix, cstart, dispname, cend, textcolor, msg), cv_chatnotifications.value); // add to chat
|
|
|
|
if (tempchar)
|
|
Z_Free(tempchar);
|
|
}
|
|
#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.
|
|
else
|
|
CONS_Printf("Dropped chat: %d %d %s\n", playernum, target, msg);
|
|
#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)
|
|
{
|
|
if (c_input >= strlen(s)) // don't do anything complicated
|
|
{
|
|
s[l++] = ch;
|
|
s[l]=0;
|
|
}
|
|
else
|
|
{
|
|
|
|
// move everything past c_input for new characters:
|
|
size_t m = HU_MAXMSGLEN-1;
|
|
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.
|
|
}
|
|
c_input++;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
else if (ch == KEY_BACKSPACE)
|
|
{
|
|
size_t i = c_input;
|
|
|
|
if (c_input <= 0)
|
|
return false;
|
|
|
|
if (!s[i-1])
|
|
return false;
|
|
|
|
if (i >= strlen(s)-1)
|
|
{
|
|
s[strlen(s)-1] = 0;
|
|
c_input--;
|
|
return false;
|
|
}
|
|
|
|
for (; (i < HU_MAXMSGLEN); i++)
|
|
{
|
|
s[i-1] = s[i];
|
|
}
|
|
c_input--;
|
|
}
|
|
else if (ch != KEY_ENTER)
|
|
return false; // did not eat key
|
|
|
|
return true; // ate the key
|
|
}
|
|
|
|
#endif
|
|
|
|
//
|
|
//
|
|
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;
|
|
}
|
|
|
|
#ifndef NONET
|
|
|
|
static boolean teamtalk = false;
|
|
/*static char chatchars[QUEUESIZE];
|
|
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(void)
|
|
{
|
|
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.
|
|
{
|
|
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.
|
|
|
|
if (c != ' ') // Isn't a space
|
|
{
|
|
nothingbutspaces = false;
|
|
}
|
|
}
|
|
return nothingbutspaces;
|
|
}
|
|
|
|
//
|
|
//
|
|
static void HU_queueChatChar(char c)
|
|
{
|
|
// send automaticly the message (no more chat char)
|
|
if (c == KEY_ENTER)
|
|
{
|
|
char buf[2+256];
|
|
char *msg = &buf[2];
|
|
size_t i = 0;
|
|
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.
|
|
|
|
do {
|
|
c = w_chat[-2+ci++];
|
|
if (!c || (c >= ' ' && !(c & 0x80))) // copy printable characters and terminating '\0' only.
|
|
buf[ci-1]=c;
|
|
} while (c);
|
|
|
|
for (;(i<HU_MAXMSGLEN);i++)
|
|
w_chat[i] = 0; // reset this.
|
|
|
|
c_input = 0;
|
|
|
|
// last minute mute check
|
|
if (CHAT_MUTE)
|
|
{
|
|
HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
|
|
return;
|
|
}
|
|
|
|
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
|
|
{
|
|
INT32 spc = 1; // used if nodenum[1] is a space.
|
|
char *nodenum = (char*) malloc(3);
|
|
const char *newmsg;
|
|
|
|
// what we're gonna do now is check if the node exists
|
|
// with that logic, characters 4 and 5 are our numbers:
|
|
|
|
// 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);
|
|
return;
|
|
}
|
|
|
|
strncpy(nodenum, msg+3, 3);
|
|
// check for undesirable characters in our "number"
|
|
if (((nodenum[0] < '0') || (nodenum[0] > '9')) || ((nodenum[1] < '0') || (nodenum[1] > '9')))
|
|
{
|
|
// 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);
|
|
free(nodenum);
|
|
return;
|
|
}
|
|
}
|
|
// I'm very bad at C, I swear I am, additional checks eww!
|
|
if (spc != 0)
|
|
{
|
|
if (msg[5] != ' ')
|
|
{
|
|
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false);
|
|
free(nodenum);
|
|
return;
|
|
}
|
|
}
|
|
|
|
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 (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
|
|
return;
|
|
}
|
|
|
|
// we need to get rid of the /pm<node>
|
|
newmsg = msg+5+spc;
|
|
strlcpy(msg, newmsg, 255);
|
|
}
|
|
if (ci > 3) // don't send target+flags+empty message.
|
|
{
|
|
if (teamtalk)
|
|
buf[0] = -1; // target
|
|
else
|
|
buf[0] = target;
|
|
|
|
buf[1] = 0; // flags
|
|
SendNetXCmd(XD_SAY, buf, 2 + strlen(&buf[2]) + 1);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void HU_clearChatChars(void)
|
|
{
|
|
size_t i = 0;
|
|
for (;i<HU_MAXMSGLEN;i++)
|
|
w_chat[i] = 0; // reset this.
|
|
chat_on = false;
|
|
c_input = 0;
|
|
}
|
|
|
|
#ifndef NONET
|
|
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.
|
|
// It's up here since it has to be reset when we open the chat.
|
|
#endif
|
|
|
|
//
|
|
// Returns true if key eaten
|
|
//
|
|
boolean HU_Responder(event_t *ev)
|
|
{
|
|
#ifndef NONET
|
|
INT32 c=0;
|
|
#endif
|
|
|
|
if (ev->type != ev_keydown)
|
|
return false;
|
|
|
|
// only KeyDown events now...
|
|
|
|
/*// 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;
|
|
}*/ //We don't actually care about that unless we get splitscreen netgames. :V
|
|
|
|
#ifndef NONET
|
|
c = (INT32)ev->data1;
|
|
|
|
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.
|
|
{
|
|
chat_on = true;
|
|
w_chat[0] = 0;
|
|
teamtalk = false;
|
|
chat_scrollmedown = true;
|
|
typelines = 1;
|
|
return true;
|
|
}
|
|
if ((ev->data1 == gamecontrol[gc_teamkey][0] || ev->data1 == gamecontrol[gc_teamkey][1])
|
|
&& netgame && !OLD_MUTE)
|
|
{
|
|
chat_on = true;
|
|
w_chat[0] = 0;
|
|
teamtalk = G_GametypeHasTeams(); // Don't teamtalk if we don't have teams.
|
|
chat_scrollmedown = true;
|
|
typelines = 1;
|
|
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;
|
|
|
|
// I know this looks very messy but this works. If it ain't broke, don't fix it!
|
|
// shift LETTERS to uppercase if we have capslock or are holding shift
|
|
if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z'))
|
|
{
|
|
if (shiftdown ^ capslock)
|
|
c = shiftxform[c];
|
|
}
|
|
else // if we're holding shift we should still shift non letter symbols
|
|
{
|
|
if (shiftdown)
|
|
c = shiftxform[c];
|
|
}
|
|
|
|
// pasting. pasting is cool. chat is a bit limited, though :(
|
|
if (((c == 'v' || c == 'V') && ctrldown) && !CHAT_MUTE)
|
|
{
|
|
const char *paste = I_ClipboardPaste();
|
|
size_t chatlen;
|
|
size_t pastelen;
|
|
|
|
// create a dummy string real quickly
|
|
|
|
if (paste == NULL)
|
|
return true;
|
|
|
|
chatlen = strlen(w_chat);
|
|
pastelen = strlen(paste);
|
|
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.
|
|
{
|
|
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
|
|
{
|
|
size_t i = HU_MAXMSGLEN-1;
|
|
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.
|
|
c_input += pastelen;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (!CHAT_MUTE && HU_keyInChatString(w_chat,c))
|
|
{
|
|
HU_queueChatChar(c);
|
|
}
|
|
if (c == KEY_ENTER)
|
|
{
|
|
chat_on = false;
|
|
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.
|
|
{
|
|
chat_on = false;
|
|
c_input = 0; // reset input cursor
|
|
}
|
|
else if ((c == KEY_UPARROW || c == KEY_MOUSEWHEELUP) && chat_scroll > 0 && !OLDCHAT) // CHAT SCROLLING YAYS!
|
|
{
|
|
chat_scroll--;
|
|
justscrolledup = true;
|
|
chat_scrolltime = 4;
|
|
}
|
|
else if ((c == KEY_DOWNARROW || c == KEY_MOUSEWHEELDOWN) && chat_scroll < chat_maxscroll && chat_maxscroll > 0 && !OLDCHAT)
|
|
{
|
|
chat_scroll++;
|
|
justscrolleddown = true;
|
|
chat_scrolltime = 4;
|
|
}
|
|
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.
|
|
c_input++;
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//======================================================================
|
|
// HEADS UP DRAWING
|
|
//======================================================================
|
|
|
|
#ifndef NONET
|
|
|
|
// 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)
|
|
{
|
|
INT32 c;
|
|
size_t chw, i, lastusablespace = 0;
|
|
size_t slen;
|
|
char *newstring = Z_StrDup(string);
|
|
INT32 spacewidth = (vid.width < 640) ? 8 : 4, charwidth = (vid.width < 640) ? 8 : 4;
|
|
|
|
slen = strlen(string);
|
|
x = 0;
|
|
|
|
for (i = 0; i < slen; ++i)
|
|
{
|
|
c = newstring[i];
|
|
if ((UINT8)c >= 0x80 && (UINT8)c <= 0x89) //color parsing! -Inuyasha 2.16.09
|
|
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 = spacewidth;
|
|
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;
|
|
lastusablespace = 0;
|
|
x = 0;
|
|
}
|
|
}
|
|
return newstring;
|
|
}
|
|
|
|
|
|
// 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
|
|
|
|
// 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;
|
|
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.
|
|
|
|
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);*/
|
|
|
|
for (; i>0; i--)
|
|
{
|
|
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_mini[i-1]);
|
|
size_t j = 0;
|
|
INT32 linescount = 0;
|
|
|
|
while(msg[j]) // iterate through msg
|
|
{
|
|
if (msg[j] < HU_FONTSTART) // don't draw
|
|
{
|
|
if (msg[j] == '\n') // get back down.
|
|
{
|
|
++j;
|
|
if (!prev_linereturn)
|
|
{
|
|
linescount += 1;
|
|
dx = 0;
|
|
}
|
|
prev_linereturn = true;
|
|
continue;
|
|
}
|
|
else if (msg[j] & 0x80) // stolen from video.c, nice.
|
|
{
|
|
++j;
|
|
continue;
|
|
}
|
|
|
|
++j;
|
|
}
|
|
else
|
|
{
|
|
j++;
|
|
}
|
|
prev_linereturn = false;
|
|
dx += charwidth;
|
|
if (dx >= boxw)
|
|
{
|
|
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;
|
|
}*/
|
|
|
|
dx = 0;
|
|
dy = 0;
|
|
i = 0;
|
|
prev_linereturn = false;
|
|
|
|
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.
|
|
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;
|
|
|
|
while(msg[j]) // iterate through msg
|
|
{
|
|
if (msg[j] < HU_FONTSTART) // don't draw
|
|
{
|
|
if (msg[j] == '\n') // get back down.
|
|
{
|
|
++j;
|
|
if (!prev_linereturn)
|
|
{
|
|
dy += charheight;
|
|
dx = 0;
|
|
}
|
|
prev_linereturn = true;
|
|
continue;
|
|
}
|
|
else if (msg[j] & 0x80) // stolen from video.c, nice.
|
|
{
|
|
clrflag = ((msg[j] & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK;
|
|
colormap = V_GetStringColormap(clrflag);
|
|
++j;
|
|
continue;
|
|
}
|
|
|
|
++j;
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
}
|
|
|
|
dx += charwidth;
|
|
prev_linereturn = false;
|
|
if (dx >= boxw)
|
|
{
|
|
dx = 0;
|
|
dy += charheight;
|
|
}
|
|
}
|
|
dy += charheight;
|
|
dx = 0;
|
|
}
|
|
|
|
// decrement addy and make that shit smooth:
|
|
addy /= 2;
|
|
|
|
}
|
|
|
|
// HU_DrawChatLog
|
|
|
|
static void HU_drawChatLog(INT32 offset)
|
|
{
|
|
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;
|
|
boolean atbottom = false;
|
|
|
|
// make sure that our scroll position isn't "illegal";
|
|
if (chat_scroll > chat_maxscroll)
|
|
chat_scroll = chat_maxscroll;
|
|
|
|
#ifdef NETSPLITSCREEN
|
|
if (splitscreen)
|
|
{
|
|
boxh = max(6, boxh/2);
|
|
if (splitscreen > 1)
|
|
boxw = max(64, boxw/2);
|
|
}
|
|
#endif
|
|
|
|
y = chaty - offset*charheight - (chat_scroll*charheight) - boxh*charheight - 12;
|
|
|
|
#ifdef NETSPLITSCREEN
|
|
if (splitscreen)
|
|
{
|
|
y -= BASEVIDHEIGHT/2;
|
|
//if (splitscreen > 1)
|
|
//y += 16;
|
|
}
|
|
#endif
|
|
|
|
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
|
|
|
|
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;
|
|
while(msg[j]) // iterate through msg
|
|
{
|
|
if (msg[j] < HU_FONTSTART) // don't draw
|
|
{
|
|
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);
|
|
++j;
|
|
continue;
|
|
}
|
|
|
|
++j;
|
|
}
|
|
else
|
|
{
|
|
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.
|
|
}
|
|
|
|
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!!!!
|
|
{
|
|
dx = 0;
|
|
dy += charheight;
|
|
}
|
|
}
|
|
dy += charheight;
|
|
dx = 0;
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
// 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)cv_chatheight.value)
|
|
chat_maxscroll = 0;
|
|
else
|
|
chat_maxscroll -= cv_chatheight.value;
|
|
|
|
// if we're not bound by the time, autoscroll for next frame:
|
|
if (atbottom)
|
|
chat_scroll = chat_maxscroll;
|
|
|
|
// draw arrows to indicate that we can (or not) scroll.
|
|
// account for Y = -1 offset in tinyfont
|
|
if (chat_scroll > 0)
|
|
V_DrawThinString(chatx-8, ((justscrolledup) ? (chat_topy-1) : (chat_topy)) - 1, V_SNAPTOBOTTOM | V_SNAPTOLEFT | V_YELLOWMAP, "\x1A"); // up arrow
|
|
if (chat_scroll < chat_maxscroll)
|
|
V_DrawThinString(chatx-8, chat_bottomy-((justscrolleddown) ? 5 : 6) - 1, V_SNAPTOBOTTOM | V_SNAPTOLEFT | V_YELLOWMAP, "\x1B"); // down arrow
|
|
|
|
justscrolleddown = false;
|
|
justscrolledup = false;
|
|
}
|
|
|
|
//
|
|
// HU_DrawChat
|
|
//
|
|
// Draw chat input
|
|
//
|
|
|
|
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!
|
|
INT32 cflag = 0;
|
|
const char *ntalk = "Say: ", *ttalk = "Team: ";
|
|
const char *talk = ntalk;
|
|
const char *mute = "Chat has been muted.";
|
|
|
|
#ifdef NETSPLITSCREEN
|
|
if (splitscreen)
|
|
{
|
|
y -= BASEVIDHEIGHT/2;
|
|
if (splitscreen > 1)
|
|
{
|
|
y += 16;
|
|
boxw = max(64, boxw/2);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
|
|
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++;
|
|
}
|
|
|
|
c += charwidth;
|
|
}
|
|
|
|
// if chat is muted, just draw the log and get it over with, no need to draw anything else.
|
|
if (CHAT_MUTE)
|
|
{
|
|
HU_drawChatLog(0);
|
|
return;
|
|
}
|
|
|
|
i = 0;
|
|
typelines = 1;
|
|
|
|
if ((strlen(w_chat) == 0 || c_input == 0) && hu_tick < 4)
|
|
V_DrawChatCharacter(chatx + 2 + c, y+1, '_' |V_SNAPTOBOTTOM|V_SNAPTOLEFT|t, !cv_allcaps.value, NULL);
|
|
|
|
while (w_chat[i])
|
|
{
|
|
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 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
|
|
{
|
|
typelines += 1;
|
|
skippedline = true;
|
|
}
|
|
}
|
|
|
|
//Hurdler: isn't it better like that?
|
|
if (w_chat[i] < HU_FONTSTART)
|
|
++i;
|
|
else
|
|
V_DrawChatCharacter(chatx + c + 2, y, w_chat[i++] | V_SNAPTOBOTTOM|V_SNAPTOLEFT | t, !cv_allcaps.value, NULL);
|
|
|
|
c += charwidth;
|
|
if (c > boxw-(charwidth*2) && !skippedline)
|
|
{
|
|
c = 0;
|
|
y += charheight;
|
|
typelines += 1;
|
|
}
|
|
}
|
|
|
|
// 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
|
|
{
|
|
INT32 count = 0;
|
|
INT32 p_dispy = chaty - charheight -1;
|
|
#ifdef NETSPLITSCREEN
|
|
if (splitscreen)
|
|
{
|
|
p_dispy -= BASEVIDHEIGHT/2;
|
|
if (splitscreen > 1)
|
|
p_dispy += 16;
|
|
}
|
|
#endif
|
|
|
|
i = 0;
|
|
for(i=0; (i<MAXPLAYERS); i++)
|
|
{
|
|
|
|
// filter: (code needs optimization pls help I'm bad with C)
|
|
if (w_chat[3])
|
|
{
|
|
char *nodenum;
|
|
UINT32 n;
|
|
// 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);
|
|
strncpy(nodenum, w_chat+3, 3);
|
|
n = atoi((const char*) nodenum); // turn that into a number
|
|
free(nodenum);
|
|
// special cases:
|
|
|
|
if ((n == 0) && !(w_chat[4] == '0'))
|
|
{
|
|
if (!(i<10))
|
|
continue;
|
|
}
|
|
else if ((n == 1) && !(w_chat[3] == '0'))
|
|
{
|
|
if (!((i == 1) || ((i >= 10) && (i <= 19))))
|
|
continue;
|
|
}
|
|
else if ((n == 2) && !(w_chat[3] == '0'))
|
|
{
|
|
if (!((i == 2) || ((i >= 20) && (i <= 29))))
|
|
continue;
|
|
}
|
|
else if ((n == 3) && !(w_chat[3] == '0'))
|
|
{
|
|
if (!((i == 3) || ((i >= 30) && (i <= 31))))
|
|
continue;
|
|
}
|
|
else // general case.
|
|
{
|
|
if (i != n)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
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.
|
|
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.
|
|
{
|
|
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.
|
|
|
|
}
|
|
|
|
|
|
// For anyone who, for some godforsaken reason, likes oldchat.
|
|
|
|
static void HU_DrawChat_Old(void)
|
|
{
|
|
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, true);
|
|
}
|
|
c += charwidth;
|
|
}
|
|
|
|
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);
|
|
|
|
i = 0;
|
|
while (w_chat[i])
|
|
{
|
|
|
|
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 cursory = (cursorx != HU_INPUTX) ? (y) : (y+charheight);
|
|
V_DrawCharacter(cursorx, cursory+2*con_scalefactor, '_' |cv_constextsize.value | V_NOSCALESTART|t, !cv_allcaps.value);
|
|
}
|
|
|
|
//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, true);
|
|
}
|
|
|
|
c += charwidth;
|
|
if (c >= vid.width)
|
|
{
|
|
c = 0;
|
|
y += charheight;
|
|
}
|
|
}
|
|
|
|
if (hu_tick < 4)
|
|
V_DrawCharacter(HU_INPUTX + c, y, '_' | cv_constextsize.value |V_NOSCALESTART|t, true);
|
|
}
|
|
#endif
|
|
|
|
// draw the Crosshair, at the exact center of the view.
|
|
//
|
|
// Crosshairs are pre-cached at HU_Init
|
|
|
|
static inline void HU_DrawCrosshair(void)
|
|
{
|
|
INT32 i, y;
|
|
|
|
i = cv_crosshair.value & 3;
|
|
if (!i)
|
|
return;
|
|
|
|
if ((netgame || multiplayer) && players[displayplayer].spectator)
|
|
return;
|
|
|
|
#ifdef HWRENDER
|
|
if (rendermode != render_soft)
|
|
y = (INT32)gr_basewindowcentery;
|
|
else
|
|
#endif
|
|
y = viewwindowy + (viewheight>>1);
|
|
|
|
V_DrawScaledPatch(vid.width>>1, y, V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, crosshair[i - 1]);
|
|
}
|
|
|
|
static inline void HU_DrawCrosshair2(void)
|
|
{
|
|
INT32 i, y;
|
|
|
|
i = cv_crosshair2.value & 3;
|
|
if (!i)
|
|
return;
|
|
|
|
if ((netgame || multiplayer) && players[secondarydisplayplayer].spectator)
|
|
return;
|
|
|
|
#ifdef HWRENDER
|
|
if (rendermode != render_soft)
|
|
y = (INT32)gr_basewindowcentery;
|
|
else
|
|
#endif
|
|
y = viewwindowy + (viewheight>>1);
|
|
|
|
if (splitscreen)
|
|
{
|
|
#ifdef HWRENDER
|
|
if (rendermode != render_soft)
|
|
y += (INT32)gr_viewheight;
|
|
else
|
|
#endif
|
|
y += viewheight;
|
|
|
|
V_DrawScaledPatch(vid.width>>1, y, V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, crosshair[i - 1]);
|
|
}
|
|
}
|
|
|
|
static void HU_DrawCEcho(void)
|
|
{
|
|
INT32 i = 0;
|
|
INT32 y = (BASEVIDHEIGHT/2)-4;
|
|
INT32 pnumlines = 0;
|
|
|
|
UINT32 realflags = cechoflags|V_PERPLAYER; // requested as part of splitscreen's stuff
|
|
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);
|
|
if (splitscreen)
|
|
{
|
|
stplyr = ((stplyr == &players[displayplayer]) ? &players[secondarydisplayplayer] : &players[displayplayer]);
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, y, realflags, echoptr);
|
|
stplyr = ((stplyr == &players[displayplayer]) ? &players[secondarydisplayplayer] : &players[displayplayer]);
|
|
}
|
|
y += ((realflags & V_RETURN8) ? 8 : 12);
|
|
|
|
echoptr = line;
|
|
echoptr++;
|
|
}
|
|
|
|
--cechotimer;
|
|
}
|
|
|
|
static void HU_drawGametype(void)
|
|
{
|
|
const char *strvalue = NULL;
|
|
|
|
if (gametype < 0 || gametype >= NUMGAMETYPES)
|
|
return; // not a valid gametype???
|
|
|
|
strvalue = Gametype_Names[gametype];
|
|
|
|
if (splitscreen)
|
|
V_DrawString(4, 184, 0, strvalue);
|
|
else
|
|
V_DrawString(4, 192, 0, strvalue);
|
|
}
|
|
|
|
//
|
|
// demo info stuff
|
|
//
|
|
UINT32 hu_demoscore;
|
|
UINT32 hu_demotime;
|
|
UINT16 hu_demorings;
|
|
|
|
static void HU_DrawDemoInfo(void)
|
|
{
|
|
INT32 h = 188;
|
|
if (modeattacking == ATTACKING_NIGHTS)
|
|
h -= 12;
|
|
|
|
V_DrawString(4, h-24, V_YELLOWMAP|V_ALLOWLOWERCASE, va(M_GetText("%s's replay"), player_names[0]));
|
|
if (modeattacking)
|
|
{
|
|
V_DrawString(4, h-16, V_YELLOWMAP|V_MONOSPACE, "SCORE:");
|
|
V_DrawRightAlignedString(120, h-16, V_MONOSPACE, va("%d", hu_demoscore));
|
|
|
|
V_DrawString(4, h-8, V_YELLOWMAP|V_MONOSPACE, "TIME:");
|
|
if (hu_demotime != UINT32_MAX)
|
|
V_DrawRightAlignedString(120, h-8, V_MONOSPACE, va("%i:%02i.%02i",
|
|
G_TicsToMinutes(hu_demotime,true),
|
|
G_TicsToSeconds(hu_demotime),
|
|
G_TicsToCentiseconds(hu_demotime)));
|
|
else
|
|
V_DrawRightAlignedString(120, h-8, V_MONOSPACE, "--:--.--");
|
|
|
|
if (modeattacking == ATTACKING_RECORD)
|
|
{
|
|
V_DrawString(4, h, V_YELLOWMAP|V_MONOSPACE, "RINGS:");
|
|
V_DrawRightAlignedString(120, h, V_MONOSPACE, va("%d", hu_demorings));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Heads up displays drawer, call each frame
|
|
//
|
|
void HU_Drawer(void)
|
|
{
|
|
#ifndef NONET
|
|
// draw chat string plus cursor
|
|
if (chat_on)
|
|
{
|
|
// count down the scroll timer.
|
|
if (chat_scrolltime > 0)
|
|
chat_scrolltime--;
|
|
if (!OLDCHAT)
|
|
HU_DrawChat();
|
|
else
|
|
HU_DrawChat_Old();
|
|
}
|
|
else
|
|
{
|
|
typelines = 1;
|
|
chat_scrolltime = 0;
|
|
if (!OLDCHAT && cv_consolechat.value < 2 && netgame) // 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)
|
|
{
|
|
size_t i = 0;
|
|
|
|
// handle spam while we're at it:
|
|
for(; (i<MAXPLAYERS); i++)
|
|
{
|
|
if (stop_spamming[i] > 0)
|
|
stop_spamming[i]--;
|
|
}
|
|
|
|
// handle chat timers
|
|
for (i=0; (i<chat_nummsg_min); i++)
|
|
{
|
|
if (chat_timers[i] > 0)
|
|
chat_timers[i]--;
|
|
else
|
|
HU_removeChatText_Mini();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
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_ENDING || gamestate == GS_GAMEEND)
|
|
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();
|
|
}
|
|
else
|
|
HU_DrawCoopOverlay();
|
|
#ifdef HAVE_BLUA
|
|
LUAh_ScoresHUD();
|
|
#endif
|
|
}
|
|
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
// draw the crosshair, not when viewing demos nor with chasecam
|
|
if (!automapactive && cv_crosshair.value && !demoplayback && !camera.chase && !players[displayplayer].spectator)
|
|
HU_DrawCrosshair();
|
|
|
|
if (!automapactive && cv_crosshair2.value && !demoplayback && !camera2.chase && !players[secondarydisplayplayer].spectator)
|
|
HU_DrawCrosshair2();
|
|
|
|
// draw desynch text
|
|
if (hu_resynching)
|
|
{
|
|
static UINT32 resynch_ticker = 0;
|
|
char resynch_text[14];
|
|
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);
|
|
}
|
|
|
|
if (modeattacking && pausedelay > 0 && !pausebreakkey)
|
|
{
|
|
INT32 strength = ((pausedelay - 1 - NEWTICRATE/2)*10)/(NEWTICRATE/3);
|
|
INT32 y = hudinfo[HUD_LIVES].y - 13;
|
|
|
|
if (players[consoleplayer].powers[pw_carry] == CR_NIGHTSMODE)
|
|
y -= 16;
|
|
else
|
|
{
|
|
if (players[consoleplayer].pflags & PF_AUTOBRAKE)
|
|
y -= 8;
|
|
if (players[consoleplayer].pflags & PF_ANALOGMODE)
|
|
y -= 8;
|
|
}
|
|
|
|
V_DrawThinString(hudinfo[HUD_LIVES].x-2, y,
|
|
hudinfo[HUD_LIVES].f|((leveltime & 4) ? V_SKYMAP : V_BLUEMAP),
|
|
"HOLD TO RETRY...");
|
|
|
|
if (strength > 9)
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0);
|
|
else if (strength > 0)
|
|
V_DrawFadeScreen(0, strength);
|
|
}
|
|
}
|
|
|
|
//======================================================================
|
|
// 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 && OLDCHAT)
|
|
if (bottomline < 8)
|
|
bottomline = 8; // only do it for consolechat. consolechat is gay.
|
|
|
|
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
|
|
//======================================================================
|
|
|
|
#define supercheckdef ((players[tab[i].num].powers[pw_super] && players[tab[i].num].mo && (players[tab[i].num].mo->state < &states[S_PLAY_SUPER_TRANS1] || players[tab[i].num].mo->state >= &states[S_PLAY_SUPER_TRANS6])) || (players[tab[i].num].powers[pw_carry] == CR_NIGHTSMODE && skins[players[tab[i].num].skin].flags & SF_SUPER))
|
|
#define greycheckdef (players[tab[i].num].spectator || players[tab[i].num].playerstate == PST_DEAD || (G_IsSpecialStage(gamemap) && players[tab[i].num].exiting))
|
|
|
|
//
|
|
// 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 = 35; // 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);
|
|
|
|
if (ping < 128)
|
|
{
|
|
numbars = 3;
|
|
barcolor = 112;
|
|
}
|
|
else if (ping < 256)
|
|
{
|
|
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
|
|
barcolor = 73;
|
|
}
|
|
|
|
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
|
|
{
|
|
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);
|
|
|
|
yoffset -= 2;
|
|
}
|
|
}
|
|
|
|
//
|
|
// HU_DrawTabRankings
|
|
//
|
|
void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer)
|
|
{
|
|
INT32 i;
|
|
const UINT8 *colormap;
|
|
boolean greycheck, supercheck;
|
|
|
|
//this function is designed for 9 or less score lines only
|
|
I_Assert(scorelines <= 9);
|
|
|
|
V_DrawFill(1, 26, 318, 1, 0); //Draw a horizontal line because it looks nice!
|
|
|
|
for (i = 0; i < scorelines; i++)
|
|
{
|
|
if (players[tab[i].num].spectator && gametype != GT_COOP)
|
|
continue; //ignore them.
|
|
|
|
greycheck = greycheckdef;
|
|
supercheck = supercheckdef;
|
|
|
|
if (!splitscreen) // don't draw it on splitscreen,
|
|
{
|
|
if (!(tab[i].num == serverplayer))
|
|
HU_drawPing(x+ 253, y+2, playerpingtable[tab[i].num], false);
|
|
//else
|
|
// V_DrawSmallString(x+ 246, y+4, V_YELLOWMAP, "SERVER");
|
|
}
|
|
|
|
V_DrawString(x + 20, y,
|
|
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
|
|
| (greycheck ? V_60TRANS : 0)
|
|
| V_ALLOWLOWERCASE, tab[i].name);
|
|
|
|
// Draw emeralds
|
|
if (players[tab[i].num].powers[pw_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
|
|
HU_DrawEmeralds(x-12,y+2,255);
|
|
else if (!players[tab[i].num].powers[pw_super]
|
|
|| ((leveltime/7) & 1))
|
|
{
|
|
HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
|
|
}
|
|
|
|
if (greycheck)
|
|
V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, livesback);
|
|
else
|
|
V_DrawSmallScaledPatch (x, y-4, 0, livesback);
|
|
|
|
if (tab[i].color == 0)
|
|
{
|
|
colormap = colormaps;
|
|
if (supercheck)
|
|
V_DrawSmallScaledPatch(x, y-4, 0, superprefix[players[tab[i].num].skin]);
|
|
else
|
|
{
|
|
if (greycheck)
|
|
V_DrawSmallTranslucentPatch(x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]);
|
|
else
|
|
V_DrawSmallScaledPatch(x, y-4, 0, faceprefix[players[tab[i].num].skin]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (supercheck)
|
|
{
|
|
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE);
|
|
V_DrawSmallMappedPatch (x, y-4, 0, superprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
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 (greycheck)
|
|
V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
|
|
else
|
|
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
}
|
|
|
|
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != INFLIVES)) //show lives
|
|
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|(greycheck ? V_60TRANS : 0), va("%dx", players[tab[i].num].lives));
|
|
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
|
|
{
|
|
if (greycheck)
|
|
V_DrawSmallTranslucentPatch(x-32, y-4, V_60TRANS, tagico);
|
|
else
|
|
V_DrawSmallScaledPatch(x-32, y-4, 0, tagico);
|
|
}
|
|
|
|
if (players[tab[i].num].exiting)
|
|
V_DrawSmallScaledPatch(x - SHORT(exiticon->width)/2 - 1, y-3, 0, exiticon);
|
|
|
|
if (gametype == GT_RACE)
|
|
{
|
|
if (circuitmap)
|
|
{
|
|
if (players[tab[i].num].exiting)
|
|
V_DrawRightAlignedString(x+240, y, 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)));
|
|
else
|
|
V_DrawRightAlignedString(x+240, y, (greycheck ? V_60TRANS : 0), va("%u", tab[i].count));
|
|
}
|
|
else
|
|
V_DrawRightAlignedString(x+240, y, (greycheck ? V_60TRANS : 0), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
|
|
}
|
|
else
|
|
V_DrawRightAlignedString(x+240, y, (greycheck ? V_60TRANS : 0), va("%u", tab[i].count));
|
|
|
|
y += 16;
|
|
}
|
|
}
|
|
|
|
//
|
|
// HU_Draw32Emeralds
|
|
//
|
|
static void HU_Draw32Emeralds(INT32 x, INT32 y, INT32 pemeralds)
|
|
{
|
|
//Draw the emeralds, in the CORRECT order, using tiny emerald sprites.
|
|
if (pemeralds & EMERALD1)
|
|
V_DrawSmallScaledPatch(x , y, 0, emeraldpics[1][0]);
|
|
|
|
if (pemeralds & EMERALD2)
|
|
V_DrawSmallScaledPatch(x+4, y, 0, emeraldpics[1][1]);
|
|
|
|
if (pemeralds & EMERALD3)
|
|
V_DrawSmallScaledPatch(x+8, y, 0, emeraldpics[1][2]);
|
|
|
|
if (pemeralds & EMERALD4)
|
|
V_DrawSmallScaledPatch(x+12 , y, 0, emeraldpics[1][3]);
|
|
|
|
if (pemeralds & EMERALD5)
|
|
V_DrawSmallScaledPatch(x+16, y, 0, emeraldpics[1][4]);
|
|
|
|
if (pemeralds & EMERALD6)
|
|
V_DrawSmallScaledPatch(x+20, y, 0, emeraldpics[1][5]);
|
|
|
|
if (pemeralds & EMERALD7)
|
|
V_DrawSmallScaledPatch(x+24, y, 0, emeraldpics[1][6]);
|
|
}
|
|
|
|
//
|
|
// HU_Draw32TeamTabRankings
|
|
//
|
|
static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer)
|
|
{
|
|
INT32 i,x,y;
|
|
INT32 redplayers = 0, blueplayers = 0;
|
|
const UINT8 *colormap;
|
|
char name[MAXPLAYERNAME+1];
|
|
boolean greycheck, supercheck;
|
|
|
|
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.
|
|
|
|
greycheck = greycheckdef;
|
|
supercheck = supercheckdef;
|
|
|
|
if (tab[i].color == skincolor_redteam) //red
|
|
{
|
|
redplayers++;
|
|
x = 14 + (BASEVIDWIDTH/2);
|
|
y = (redplayers * 9) + 20;
|
|
}
|
|
else if (tab[i].color == skincolor_blueteam) //blue
|
|
{
|
|
blueplayers++;
|
|
x = 14;
|
|
y = (blueplayers * 9) + 20;
|
|
}
|
|
else //er? not on red or blue, so ignore them
|
|
continue;
|
|
|
|
greycheck = greycheckdef;
|
|
supercheck = supercheckdef;
|
|
|
|
strlcpy(name, tab[i].name, 8);
|
|
V_DrawString(x + 10, y,
|
|
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
|
|
| (greycheck ? 0 : V_TRANSLUCENT)
|
|
| V_ALLOWLOWERCASE, name);
|
|
|
|
if (gametype == GT_CTF)
|
|
{
|
|
if (players[tab[i].num].gotflag & GF_REDFLAG) // Red
|
|
V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, rflagico, 0);
|
|
else if (players[tab[i].num].gotflag & GF_BLUEFLAG) // Blue
|
|
V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, bflagico, 0);
|
|
}
|
|
|
|
// Draw emeralds
|
|
if (players[tab[i].num].powers[pw_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
|
|
{
|
|
HU_Draw32Emeralds(x+60, y+2, 255);
|
|
//HU_DrawEmeralds(x-12,y+2,255);
|
|
}
|
|
else if (!players[tab[i].num].powers[pw_super]
|
|
|| ((leveltime/7) & 1))
|
|
{
|
|
HU_Draw32Emeralds(x+60, y+2, tab[i].emeralds);
|
|
//HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
|
|
}
|
|
|
|
if (supercheck)
|
|
{
|
|
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_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
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].spectator || players[tab[i].num].playerstate == PST_DEAD)
|
|
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], colormap);
|
|
else
|
|
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
V_DrawRightAlignedThinString(x+128, y, ((players[tab[i].num].spectator || players[tab[i].num].playerstate == PST_DEAD) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
|
|
if (!splitscreen)
|
|
{
|
|
if (!(tab[i].num == serverplayer))
|
|
HU_drawPing(x+ 135, y+3, playerpingtable[tab[i].num], true);
|
|
//else
|
|
//V_DrawSmallString(x+ 129, y+4, V_YELLOWMAP, "HOST");
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// HU_DrawTeamTabRankings
|
|
//
|
|
void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
|
|
{
|
|
INT32 i,x,y;
|
|
INT32 redplayers = 0, blueplayers = 0;
|
|
boolean smol = false;
|
|
const UINT8 *colormap;
|
|
char name[MAXPLAYERNAME+1];
|
|
boolean greycheck, supercheck;
|
|
|
|
// before we draw, we must count how many players are in each team. It makes an additional loop, but we need to know if we have to draw a big or a small ranking.
|
|
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)
|
|
{
|
|
smol = true;
|
|
break; // don't make more loops than we need to.
|
|
}
|
|
}
|
|
else if (tab[i].color == skincolor_blueteam) //blue
|
|
{
|
|
if (blueplayers++ > 8)
|
|
{
|
|
smol = true;
|
|
break;
|
|
}
|
|
}
|
|
else //er? not on red or blue, so ignore them
|
|
continue;
|
|
|
|
}
|
|
|
|
// I'll be blunt with you, this may add more lines, but I'm not adding weird cases for this, so we're executing a separate function.
|
|
if (smol == true || cv_compactscoreboard.value)
|
|
{
|
|
HU_Draw32TeamTabRankings(tab, whiteplayer);
|
|
return;
|
|
}
|
|
|
|
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.
|
|
|
|
i=0, redplayers=0, blueplayers=0;
|
|
|
|
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;
|
|
|
|
greycheck = greycheckdef;
|
|
supercheck = supercheckdef;
|
|
|
|
strlcpy(name, tab[i].name, 7);
|
|
V_DrawString(x + 20, y,
|
|
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
|
|
| (greycheck ? V_TRANSLUCENT : 0)
|
|
| 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_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
|
|
HU_DrawEmeralds(x-12,y+2,255);
|
|
else if (!players[tab[i].num].powers[pw_super]
|
|
|| ((leveltime/7) & 1))
|
|
{
|
|
HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
|
|
}
|
|
|
|
if (supercheck)
|
|
{
|
|
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, superprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
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 (greycheck)
|
|
V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
|
|
else
|
|
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
V_DrawRightAlignedThinString(x+100, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
|
|
if (!splitscreen)
|
|
{
|
|
if (!(tab[i].num == serverplayer))
|
|
HU_drawPing(x+ 113, y+2, playerpingtable[tab[i].num], false);
|
|
//else
|
|
// V_DrawSmallString(x+ 94, y+4, V_YELLOWMAP, "SERVER");
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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];
|
|
boolean greycheck, supercheck;
|
|
|
|
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 && gametype != GT_COOP)
|
|
continue; //ignore them.
|
|
|
|
greycheck = greycheckdef;
|
|
supercheck = supercheckdef;
|
|
|
|
strlcpy(name, tab[i].name, 7);
|
|
if (!(tab[i].num == serverplayer))
|
|
HU_drawPing(x+ 113, y+2, playerpingtable[tab[i].num], false);
|
|
//else
|
|
// V_DrawSmallString(x+ 94, y+4, V_YELLOWMAP, "SERVER");
|
|
|
|
V_DrawString(x + 20, y,
|
|
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
|
|
| (greycheck ? V_TRANSLUCENT : 0)
|
|
| V_ALLOWLOWERCASE, name);
|
|
|
|
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3)) && (players[tab[i].num].lives != INFLIVES)) //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);
|
|
|
|
if (players[tab[i].num].exiting)
|
|
V_DrawSmallScaledPatch(x - SHORT(exiticon->width)/2 - 1, y-3, 0, exiticon);
|
|
|
|
// Draw emeralds
|
|
if (players[tab[i].num].powers[pw_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
|
|
HU_DrawEmeralds(x-12,y+2,255);
|
|
else 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 (supercheck)
|
|
V_DrawSmallScaledPatch (x, y-4, 0, superprefix[players[tab[i].num].skin]);
|
|
else
|
|
{
|
|
if (greycheck)
|
|
V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]);
|
|
else
|
|
V_DrawSmallScaledPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (supercheck)
|
|
{
|
|
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, superprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
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 (greycheck)
|
|
V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
|
|
else
|
|
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
}
|
|
|
|
// All data drawn with thin string for space.
|
|
if (gametype == GT_RACE)
|
|
{
|
|
if (circuitmap)
|
|
{
|
|
if (players[tab[i].num].exiting)
|
|
V_DrawRightAlignedThinString(x+146, y, 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)));
|
|
else
|
|
V_DrawRightAlignedThinString(x+146, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
|
|
}
|
|
else
|
|
V_DrawRightAlignedThinString(x+146, y, (greycheck ? V_TRANSLUCENT : 0), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
|
|
}
|
|
else
|
|
V_DrawRightAlignedThinString(x+100, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
|
|
|
|
y += 16;
|
|
if (y > 160)
|
|
{
|
|
y = 32;
|
|
x += BASEVIDWIDTH/2;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// HU_Draw32TabRankings
|
|
//
|
|
static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer)
|
|
{
|
|
INT32 i;
|
|
const UINT8 *colormap;
|
|
char name[MAXPLAYERNAME+1];
|
|
boolean greycheck, supercheck;
|
|
|
|
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 && gametype != GT_COOP)
|
|
continue; //ignore them.
|
|
|
|
greycheck = greycheckdef;
|
|
supercheck = supercheckdef;
|
|
|
|
strlcpy(name, tab[i].name, 7);
|
|
if (!splitscreen) // don't draw it on splitscreen,
|
|
{
|
|
if (!(tab[i].num == serverplayer))
|
|
HU_drawPing(x+ 135, y+3, playerpingtable[tab[i].num], true);
|
|
//else
|
|
// V_DrawSmallString(x+ 129, y+4, V_YELLOWMAP, "HOST");
|
|
}
|
|
|
|
V_DrawString(x + 10, y,
|
|
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
|
|
| (greycheck ? 0 : V_TRANSLUCENT)
|
|
| V_ALLOWLOWERCASE, name);
|
|
|
|
if (G_GametypeUsesLives()) //show lives
|
|
V_DrawRightAlignedThinString(x-1, y, V_ALLOWLOWERCASE, va("%d", players[tab[i].num].lives));
|
|
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
|
|
V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, tagico, 0);
|
|
|
|
// Draw emeralds
|
|
if (players[tab[i].num].powers[pw_invulnerability] && (players[tab[i].num].powers[pw_invulnerability] == players[tab[i].num].powers[pw_sneakers]) && ((leveltime/7) & 1))
|
|
{
|
|
HU_Draw32Emeralds(x+60, y+2, 255);
|
|
//HU_DrawEmeralds(x-12,y+2,255);
|
|
}
|
|
else if (!players[tab[i].num].powers[pw_super]
|
|
|| ((leveltime/7) & 1))
|
|
{
|
|
HU_Draw32Emeralds(x+60, y+2, tab[i].emeralds);
|
|
//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_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], 0);
|
|
else
|
|
{
|
|
if (greycheck)
|
|
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], 0);
|
|
else
|
|
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (supercheck)
|
|
{
|
|
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_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
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 (greycheck)
|
|
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], colormap);
|
|
else
|
|
V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], colormap);
|
|
}
|
|
}
|
|
|
|
// All data drawn with thin string for space.
|
|
if (gametype == GT_RACE)
|
|
{
|
|
if (circuitmap)
|
|
{
|
|
if (players[tab[i].num].exiting)
|
|
V_DrawRightAlignedThinString(x+128, y, 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)));
|
|
else
|
|
V_DrawRightAlignedThinString(x+128, y, (greycheck ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
|
|
}
|
|
else
|
|
V_DrawRightAlignedThinString(x+128, y, (greycheck ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
|
|
}
|
|
else
|
|
V_DrawRightAlignedThinString(x+128, y, (greycheck ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
|
|
|
|
y += 9;
|
|
if (i == 16)
|
|
{
|
|
y = 32;
|
|
x += BASEVIDWIDTH/2;
|
|
}
|
|
}
|
|
}
|
|
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//
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// HU_DrawEmeralds
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//
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void HU_DrawEmeralds(INT32 x, INT32 y, INT32 pemeralds)
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{
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//Draw the emeralds, in the CORRECT order, using tiny emerald sprites.
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if (pemeralds & EMERALD1)
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V_DrawSmallScaledPatch(x , y-6, 0, emeraldpics[1][0]);
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if (pemeralds & EMERALD2)
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V_DrawSmallScaledPatch(x+4, y-3, 0, emeraldpics[1][1]);
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if (pemeralds & EMERALD3)
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V_DrawSmallScaledPatch(x+4, y+3, 0, emeraldpics[1][2]);
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if (pemeralds & EMERALD4)
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V_DrawSmallScaledPatch(x , y+6, 0, emeraldpics[1][3]);
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if (pemeralds & EMERALD5)
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V_DrawSmallScaledPatch(x-4, y+3, 0, emeraldpics[1][4]);
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if (pemeralds & EMERALD6)
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V_DrawSmallScaledPatch(x-4, y-3, 0, emeraldpics[1][5]);
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if (pemeralds & EMERALD7)
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V_DrawSmallScaledPatch(x, y, 0, emeraldpics[1][6]);
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}
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//
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// HU_DrawSpectatorTicker
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//
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static inline void HU_DrawSpectatorTicker(void)
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{
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int i;
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int length = 0, height = 174;
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int totallength = 0, templength = 0;
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i] && players[i].spectator)
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totallength += (signed)strlen(player_names[i]) * 8 + 16;
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length -= (leveltime % (totallength + BASEVIDWIDTH));
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length += BASEVIDWIDTH;
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i] && players[i].spectator)
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{
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char *pos;
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char initial[MAXPLAYERNAME+1];
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char current[MAXPLAYERNAME+1];
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strcpy(initial, player_names[i]);
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pos = initial;
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if (length >= -((signed)strlen(player_names[i]) * 8 + 16) && length <= BASEVIDWIDTH)
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{
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if (length < 0)
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{
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UINT8 eatenchars = (UINT8)(abs(length) / 8 + 1);
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if (eatenchars <= strlen(initial))
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{
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// Eat one letter off the left side,
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// then compensate the drawing position.
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pos += eatenchars;
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strcpy(current, pos);
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templength = length % 8 + 8;
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}
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else
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{
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strcpy(current, " ");
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templength = length;
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}
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}
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else
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{
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strcpy(current, initial);
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templength = length;
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}
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V_DrawString(templength, height + 8, V_TRANSLUCENT|V_ALLOWLOWERCASE, current);
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}
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length += (signed)strlen(player_names[i]) * 8 + 16;
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}
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}
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//
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// HU_DrawRankings
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//
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static void HU_DrawRankings(void)
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{
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playersort_t tab[MAXPLAYERS];
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INT32 i, j, scorelines;
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boolean completed[MAXPLAYERS];
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UINT32 whiteplayer;
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// draw the current gametype in the lower right
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HU_drawGametype();
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if (gametype != GT_RACE && gametype != GT_COMPETITION && gametype != GT_COOP)
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{
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if (cv_timelimit.value && timelimitintics > 0)
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{
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V_DrawCenteredString(64, 8, 0, "TIME");
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V_DrawCenteredString(64, 16, 0, va("%i:%02i", G_TicsToMinutes(stplyr->realtime, true), G_TicsToSeconds(stplyr->realtime)));
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}
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if (cv_pointlimit.value > 0)
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{
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V_DrawCenteredString(256, 8, 0, "POINT LIMIT");
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V_DrawCenteredString(256, 16, 0, va("%d", cv_pointlimit.value));
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}
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}
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else if (gametype == GT_COOP)
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{
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INT32 totalscore = 0;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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totalscore += players[i].score;
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}
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V_DrawCenteredString(256, 8, 0, "TOTAL SCORE");
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V_DrawCenteredString(256, 16, 0, va("%u", totalscore));
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}
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else
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{
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if (circuitmap)
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{
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V_DrawCenteredString(64, 8, 0, "NUMBER OF LAPS");
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V_DrawCenteredString(64, 16, 0, va("%d", cv_numlaps.value));
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}
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}
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// When you play, you quickly see your score because your name is displayed in white.
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// When playing back a demo, you quickly see who's the view.
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whiteplayer = demoplayback ? displayplayer : consoleplayer;
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scorelines = 0;
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memset(completed, 0, sizeof (completed));
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memset(tab, 0, sizeof (playersort_t)*MAXPLAYERS);
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for (i = 0; i < MAXPLAYERS; i++)
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{
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tab[i].num = -1;
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tab[i].name = 0;
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if (gametype == GT_RACE && !circuitmap)
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tab[i].count = INT32_MAX;
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}
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for (j = 0; j < MAXPLAYERS; j++)
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{
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if (!playeringame[j])
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continue;
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if (gametype != GT_COOP && players[j].spectator)
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continue;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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if (gametype != GT_COOP && players[i].spectator)
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continue;
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if (gametype == GT_RACE)
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{
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if (circuitmap)
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{
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if ((unsigned)players[i].laps+1 >= tab[scorelines].count && completed[i] == false)
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{
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tab[scorelines].count = players[i].laps+1;
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tab[scorelines].num = i;
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tab[scorelines].color = players[i].skincolor;
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tab[scorelines].name = player_names[i];
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}
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}
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else
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{
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if (players[i].realtime <= tab[scorelines].count && completed[i] == false)
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{
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tab[scorelines].count = players[i].realtime;
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tab[scorelines].num = i;
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tab[scorelines].color = players[i].skincolor;
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tab[scorelines].name = player_names[i];
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}
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}
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}
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else if (gametype == GT_COMPETITION)
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{
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// todo put something more fitting for the gametype here, such as current
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// number of categories led
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if (players[i].score >= tab[scorelines].count && completed[i] == false)
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{
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tab[scorelines].count = players[i].score;
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tab[scorelines].num = i;
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tab[scorelines].color = players[i].skincolor;
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tab[scorelines].name = player_names[i];
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tab[scorelines].emeralds = players[i].powers[pw_emeralds];
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}
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}
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else
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{
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if (players[i].score >= tab[scorelines].count && completed[i] == false)
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{
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tab[scorelines].count = players[i].score;
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tab[scorelines].num = i;
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tab[scorelines].color = players[i].skincolor;
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tab[scorelines].name = player_names[i];
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tab[scorelines].emeralds = players[i].powers[pw_emeralds];
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}
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}
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}
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completed[tab[scorelines].num] = true;
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scorelines++;
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}
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//if (scorelines > 20)
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// scorelines = 20; //dont draw past bottom of screen, show the best only
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// shush, we'll do it anyway.
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if (G_GametypeHasTeams())
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HU_DrawTeamTabRankings(tab, whiteplayer);
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else if (scorelines <= 9 && !cv_compactscoreboard.value)
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HU_DrawTabRankings(40, 32, tab, scorelines, whiteplayer);
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else if (scorelines <= 20 && !cv_compactscoreboard.value)
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HU_DrawDualTabRankings(32, 32, tab, scorelines, whiteplayer);
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else
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HU_Draw32TabRankings(14, 28, tab, scorelines, whiteplayer);
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// draw spectators in a ticker across the bottom
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if (!splitscreen && G_GametypeHasSpectators())
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HU_DrawSpectatorTicker();
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}
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static void HU_DrawCoopOverlay(void)
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{
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if (token
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#ifdef HAVE_BLUA
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&& LUA_HudEnabled(hud_tokens)
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#endif
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)
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{
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V_DrawString(168, 176, 0, va("- %d", token));
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V_DrawSmallScaledPatch(148, 172, 0, tokenicon);
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}
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#ifdef HAVE_BLUA
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if (LUA_HudEnabled(hud_tabemblems))
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#endif
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if (!modifiedgame || savemoddata)
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{
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V_DrawString(160, 144, 0, va("- %d/%d", M_CountEmblems(), numemblems+numextraemblems));
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V_DrawScaledPatch(128, 144 - SHORT(emblemicon->height)/4, 0, emblemicon);
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}
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#ifdef HAVE_BLUA
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if (!LUA_HudEnabled(hud_coopemeralds))
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return;
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#endif
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if (emeralds & EMERALD1)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3)-32, 0, emeraldpics[0][0]);
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if (emeralds & EMERALD2)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8+24, (BASEVIDHEIGHT/3)-16, 0, emeraldpics[0][1]);
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if (emeralds & EMERALD3)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8+24, (BASEVIDHEIGHT/3)+16, 0, emeraldpics[0][2]);
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if (emeralds & EMERALD4)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3)+32, 0, emeraldpics[0][3]);
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if (emeralds & EMERALD5)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8-24, (BASEVIDHEIGHT/3)+16, 0, emeraldpics[0][4]);
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if (emeralds & EMERALD6)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8-24, (BASEVIDHEIGHT/3)-16, 0, emeraldpics[0][5]);
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if (emeralds & EMERALD7)
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V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3) , 0, emeraldpics[0][6]);
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}
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static void HU_DrawNetplayCoopOverlay(void)
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{
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int i;
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if (token
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#ifdef HAVE_BLUA
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&& LUA_HudEnabled(hud_tokens)
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#endif
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)
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{
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V_DrawString(168, 10, 0, va("- %d", token));
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V_DrawSmallScaledPatch(148, 6, 0, tokenicon);
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}
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#ifdef HAVE_BLUA
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if (!LUA_HudEnabled(hud_coopemeralds))
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return;
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#endif
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for (i = 0; i < 7; ++i)
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{
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if (emeralds & (1 << i))
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V_DrawScaledPatch(20 + (i * 10), 9, 0, emeraldpics[1][i]);
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}
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}
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// Interface to CECHO settings for the outside world, avoiding the
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// expense (and security problems) of going via the console buffer.
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void HU_ClearCEcho(void)
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{
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cechotimer = 0;
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}
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void HU_SetCEchoDuration(INT32 seconds)
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{
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cechoduration = seconds * TICRATE;
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}
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void HU_SetCEchoFlags(INT32 flags)
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{
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// Don't allow cechoflags to contain any bits in V_PARAMMASK
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cechoflags = (flags & ~V_PARAMMASK);
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}
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void HU_DoCEcho(const char *msg)
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{
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I_OutputMsg("%s\n", msg); // print to log
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strncpy(cechotext, msg, sizeof(cechotext));
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strncat(cechotext, "\\", sizeof(cechotext) - strlen(cechotext) - 1);
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cechotext[sizeof(cechotext) - 1] = '\0';
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cechotimer = cechoduration;
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}
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