SRB2/src/hu_stuff.c

1807 lines
46 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file hu_stuff.c
/// \brief Heads up display
#include "doomdef.h"
#include "byteptr.h"
#include "hu_stuff.h"
#include "m_menu.h" // gametype_cons_t
#include "m_cond.h" // emblems
#include "d_clisrv.h"
#include "g_game.h"
#include "g_input.h"
#include "i_video.h"
#include "i_system.h"
#include "st_stuff.h" // ST_HEIGHT
#include "r_local.h"
#include "keys.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
#include "console.h"
#include "am_map.h"
#include "d_main.h"
#include "p_local.h" // camera, camera2
#include "p_tick.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
#ifdef HAVE_BLUA
#include "lua_hud.h"
#include "lua_hook.h"
#endif
// coords are scaled
#define HU_INPUTX 0
#define HU_INPUTY 0
#define HU_SERVER_SAY 1 // Server message (dedicated).
#define HU_CSAY 2 // Server CECHOes to everyone.
//-------------------------------------------
// heads up font
//-------------------------------------------
patch_t *hu_font[HU_FONTSIZE];
patch_t *tny_font[HU_FONTSIZE];
patch_t *tallnum[10]; // 0-9
patch_t *nightsnum[10]; // 0-9
// Level title and credits fonts
patch_t *lt_font[LT_FONTSIZE];
patch_t *cred_font[CRED_FONTSIZE];
patch_t *ttlnum[20]; // act numbers (0-19)
static player_t *plr;
boolean chat_on; // entering a chat message?
static char w_chat[HU_MAXMSGLEN];
static boolean headsupactive = false;
boolean hu_showscores; // draw rankings
static char hu_tick;
patch_t *rflagico;
patch_t *bflagico;
patch_t *rmatcico;
patch_t *bmatcico;
patch_t *tagico;
patch_t *tallminus;
patch_t *tallinfin;
//-------------------------------------------
// coop hud
//-------------------------------------------
patch_t *emeraldpics[3][8]; // 0 = normal, 1 = tiny, 2 = coinbox
static patch_t *emblemicon;
patch_t *tokenicon;
static patch_t *exiticon;
//-------------------------------------------
// misc vars
//-------------------------------------------
// crosshair 0 = off, 1 = cross, 2 = angle, 3 = point, see m_menu.c
static patch_t *crosshair[HU_CROSSHAIRS]; // 3 precached crosshair graphics
// -------
// protos.
// -------
static void HU_DrawRankings(void);
static void HU_DrawCoopOverlay(void);
static void HU_DrawNetplayCoopOverlay(void);
//======================================================================
// KEYBOARD LAYOUTS FOR ENTERING TEXT
//======================================================================
char *shiftxform;
char english_shiftxform[] =
{
0,
1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
31,
' ', '!', '"', '#', '$', '%', '&',
'"', // shift-'
'(', ')', '*', '+',
'<', // shift-,
'_', // shift--
'>', // shift-.
'?', // shift-/
')', // shift-0
'!', // shift-1
'@', // shift-2
'#', // shift-3
'$', // shift-4
'%', // shift-5
'^', // shift-6
'&', // shift-7
'*', // shift-8
'(', // shift-9
':',
':', // shift-;
'<',
'+', // shift-=
'>', '?', '@',
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'{', // shift-[
'|', // shift-backslash - OH MY GOD DOES WATCOM SUCK
'}', // shift-]
'"', '_',
'~', // shift-`
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'{', '|', '}', '~', 127
};
static char cechotext[1024];
static tic_t cechotimer = 0;
static tic_t cechoduration = 5*TICRATE;
static INT32 cechoflags = 0;
//======================================================================
// HEADS UP INIT
//======================================================================
#ifndef NONET
// just after
static void Command_Say_f(void);
static void Command_Sayto_f(void);
static void Command_Sayteam_f(void);
static void Command_CSay_f(void);
static void Got_Saycmd(UINT8 **p, INT32 playernum);
#endif
void HU_LoadGraphics(void)
{
char buffer[9];
INT32 i, j;
if (dedicated)
return;
j = HU_FONTSTART;
for (i = 0; i < HU_FONTSIZE; i++, j++)
{
// cache the heads-up font for entire game execution
sprintf(buffer, "STCFN%.3d", j);
if (W_CheckNumForName(buffer) == LUMPERROR)
hu_font[i] = NULL;
else
hu_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
// tiny version of the heads-up font
sprintf(buffer, "TNYFN%.3d", j);
if (W_CheckNumForName(buffer) == LUMPERROR)
tny_font[i] = NULL;
else
tny_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
j = LT_FONTSTART;
for (i = 0; i < LT_FONTSIZE; i++)
{
sprintf(buffer, "LTFNT%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
lt_font[i] = NULL;
else
lt_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the credits font for entire game execution (why not?)
j = CRED_FONTSTART;
for (i = 0; i < CRED_FONTSIZE; i++)
{
sprintf(buffer, "CRFNT%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
cred_font[i] = NULL;
else
cred_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
//cache numbers too!
for (i = 0; i < 10; i++)
{
sprintf(buffer, "STTNUM%d", i);
tallnum[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
sprintf(buffer, "NGTNUM%d", i);
nightsnum[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
// minus for negative tallnums
tallminus = (patch_t *)W_CachePatchName("STTMINUS", PU_HUDGFX);
tallinfin = (patch_t *)W_CachePatchName("STTINFIN", PU_HUDGFX);
// cache act numbers for level titles
for (i = 0; i < 20; i++)
{
sprintf(buffer, "TTL%.2d", i);
ttlnum[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the crosshairs, don't bother to know which one is being used,
// just cache all 3, they're so small anyway.
for (i = 0; i < HU_CROSSHAIRS; i++)
{
sprintf(buffer, "CROSHAI%c", '1'+i);
crosshair[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
emblemicon = W_CachePatchName("EMBLICON", PU_HUDGFX);
tokenicon = W_CachePatchName("TOKNICON", PU_HUDGFX);
exiticon = W_CachePatchName("EXITICON", PU_HUDGFX);
emeraldpics[0][0] = W_CachePatchName("CHAOS1", PU_HUDGFX);
emeraldpics[0][1] = W_CachePatchName("CHAOS2", PU_HUDGFX);
emeraldpics[0][2] = W_CachePatchName("CHAOS3", PU_HUDGFX);
emeraldpics[0][3] = W_CachePatchName("CHAOS4", PU_HUDGFX);
emeraldpics[0][4] = W_CachePatchName("CHAOS5", PU_HUDGFX);
emeraldpics[0][5] = W_CachePatchName("CHAOS6", PU_HUDGFX);
emeraldpics[0][6] = W_CachePatchName("CHAOS7", PU_HUDGFX);
emeraldpics[0][7] = W_CachePatchName("CHAOS8", PU_HUDGFX);
emeraldpics[1][0] = W_CachePatchName("TEMER1", PU_HUDGFX);
emeraldpics[1][1] = W_CachePatchName("TEMER2", PU_HUDGFX);
emeraldpics[1][2] = W_CachePatchName("TEMER3", PU_HUDGFX);
emeraldpics[1][3] = W_CachePatchName("TEMER4", PU_HUDGFX);
emeraldpics[1][4] = W_CachePatchName("TEMER5", PU_HUDGFX);
emeraldpics[1][5] = W_CachePatchName("TEMER6", PU_HUDGFX);
emeraldpics[1][6] = W_CachePatchName("TEMER7", PU_HUDGFX);
//emeraldpics[1][7] = W_CachePatchName("TEMER8", PU_HUDGFX); -- unused
emeraldpics[2][0] = W_CachePatchName("EMBOX1", PU_HUDGFX);
emeraldpics[2][1] = W_CachePatchName("EMBOX2", PU_HUDGFX);
emeraldpics[2][2] = W_CachePatchName("EMBOX3", PU_HUDGFX);
emeraldpics[2][3] = W_CachePatchName("EMBOX4", PU_HUDGFX);
emeraldpics[2][4] = W_CachePatchName("EMBOX5", PU_HUDGFX);
emeraldpics[2][5] = W_CachePatchName("EMBOX6", PU_HUDGFX);
emeraldpics[2][6] = W_CachePatchName("EMBOX7", PU_HUDGFX);
//emeraldpics[2][7] = W_CachePatchName("EMBOX8", PU_HUDGFX); -- unused
}
// Initialise Heads up
// once at game startup.
//
void HU_Init(void)
{
#ifndef NONET
COM_AddCommand("say", Command_Say_f);
COM_AddCommand("sayto", Command_Sayto_f);
COM_AddCommand("sayteam", Command_Sayteam_f);
COM_AddCommand("csay", Command_CSay_f);
RegisterNetXCmd(XD_SAY, Got_Saycmd);
#endif
// set shift translation table
shiftxform = english_shiftxform;
HU_LoadGraphics();
}
static inline void HU_Stop(void)
{
headsupactive = false;
}
//
// Reset Heads up when consoleplayer spawns
//
void HU_Start(void)
{
if (headsupactive)
HU_Stop();
plr = &players[consoleplayer];
headsupactive = true;
}
//======================================================================
// EXECUTION
//======================================================================
#ifndef NONET
/** Runs a say command, sending an ::XD_SAY message.
* A say command consists of a signed 8-bit integer for the target, an
* unsigned 8-bit flag variable, and then the message itself.
*
* The target is 0 to say to everyone, 1 to 32 to say to that player, or -1
* to -32 to say to everyone on that player's team. Note: This means you
* have to add 1 to the player number, since they are 0 to 31 internally.
*
* The flag HU_SERVER_SAY will be set if it is the dedicated server speaking.
*
* This function obtains the message using COM_Argc() and COM_Argv().
*
* \param target Target to send message to.
* \param usedargs Number of arguments to ignore.
* \param flags Set HU_CSAY for server/admin to CECHO everyone.
* \sa Command_Say_f, Command_Sayteam_f, Command_Sayto_f, Got_Saycmd
* \author Graue <graue@oceanbase.org>
*/
static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
{
char buf[254];
size_t numwords, ix;
char *msg = &buf[2];
const size_t msgspace = sizeof buf - 2;
numwords = COM_Argc() - usedargs;
I_Assert(numwords > 0);
if (cv_mute.value && !(server || adminplayer == consoleplayer))
{
CONS_Alert(CONS_NOTICE, M_GetText("The chat is muted. You can't say anything at the moment.\n"));
return;
}
// Only servers/admins can CSAY.
if(!server && adminplayer != consoleplayer)
flags &= ~HU_CSAY;
// We handle HU_SERVER_SAY, not the caller.
flags &= ~HU_SERVER_SAY;
if(dedicated && !(flags & HU_CSAY))
flags |= HU_SERVER_SAY;
buf[0] = target;
buf[1] = flags;
msg[0] = '\0';
for (ix = 0; ix < numwords; ix++)
{
if (ix > 0)
strlcat(msg, " ", msgspace);
strlcat(msg, COM_Argv(ix + usedargs), msgspace);
}
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 && adminplayer != consoleplayer)
{
CONS_Alert(CONS_NOTICE, M_GetText("Only servers and admins can use csay.\n"));
return;
}
DoSayCommand(0, 1, HU_CSAY);
}
/** 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;
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 && playernum != adminplayer)
{
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;
}
}
}
#ifdef HAVE_BLUA
if (LUAh_PlayerMsg(playernum, target, flags, msg))
return;
#endif
// 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 *cstart = "", *cend = "", *adminchar = "~", *remotechar = "@", *fmt;
char *tempchar = NULL;
// In CTF and team match, color the player's name.
if (G_GametypeHasTeams())
{
cend = "\x80";
if (players[playernum].ctfteam == 1) // red
cstart = "\x85";
else if (players[playernum].ctfteam == 2) // blue
cstart = "\x84";
}
// Give admins and remote admins their symbols.
if (playernum == serverplayer)
tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(adminchar) + 1, PU_STATIC, NULL);
else if (playernum == adminplayer)
tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(remotechar) + 1, PU_STATIC, NULL);
if (tempchar)
{
strcat(tempchar, cstart);
if (playernum == serverplayer)
strcat(tempchar, adminchar);
else
strcat(tempchar, remotechar);
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)
fmt = "\4* %s%s%s \x82%s\n";
else if (target == 0) // To everyone
fmt = "\3<%s%s%s> %s\n";
else if (target-1 == consoleplayer) // To you
fmt = "\3*%s%s%s* %s\n";
else if (target > 0) // By you, to another player
{
// Use target's name.
dispname = player_names[target-1];
fmt = "\3->*%s%s%s* %s\n";
}
else // To your team
fmt = "\3>>%s%s%s<< (team) %s\n";
CONS_Printf(fmt, cstart, dispname, cend, msg);
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
}
#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)
{
s[l++] = ch;
s[l]=0;
return true;
}
return false;
}
else if (ch == KEY_BACKSPACE)
{
l = strlen(s);
if (l)
s[--l] = 0;
else
return false;
}
else if (ch != KEY_ENTER)
return false; // did not eat key
return true; // ate the key
}
//
//
void HU_Ticker(void)
{
if (dedicated)
return;
hu_tick++;
hu_tick &= 7; // currently only to blink chat input cursor
if (PLAYER1INPUTDOWN(gc_scores))
hu_showscores = !chat_on;
else
hu_showscores = false;
}
#define QUEUESIZE 256
static boolean teamtalk = false;
static char chatchars[QUEUESIZE];
static INT32 head = 0, tail = 0;
//
// HU_dequeueChatChar
//
char HU_dequeueChatChar(void)
{
char c;
if (head != tail)
{
c = chatchars[tail];
tail = (tail + 1) & (QUEUESIZE-1);
}
else
c = 0;
return c;
}
//
//
static void HU_queueChatChar(char c)
{
// send automaticly the message (no more chat char)
if (c == KEY_ENTER)
{
char buf[2+256];
size_t ci = 2;
do {
c = HU_dequeueChatChar();
if (!c || (c >= ' ' && !(c & 0x80))) // copy printable characters and terminating '\0' only.
buf[ci++]=c;
} while (c);
// last minute mute check
if (cv_mute.value && !(server || adminplayer == consoleplayer))
{
CONS_Alert(CONS_NOTICE, M_GetText("The chat is muted. You can't say anything at the moment.\n"));
return;
}
if (ci > 3) // don't send target+flags+empty message.
{
if (teamtalk)
buf[0] = -1; // target
else
buf[0] = 0; // target
buf[1] = 0; // flags
SendNetXCmd(XD_SAY, buf, 2 + strlen(&buf[2]) + 1);
}
return;
}
if (((head + 1) & (QUEUESIZE-1)) == tail)
CONS_Printf(M_GetText("[Message unsent]\n")); // message not sent
else
{
if (c == KEY_BACKSPACE)
{
if (tail != head)
head = (head - 1) & (QUEUESIZE-1);
}
else
{
chatchars[head] = c;
head = (head + 1) & (QUEUESIZE-1);
}
}
}
void HU_clearChatChars(void)
{
while (tail != head)
HU_queueChatChar(KEY_BACKSPACE);
chat_on = false;
}
//
// Returns true if key eaten
//
boolean HU_Responder(event_t *ev)
{
UINT8 c;
if (ev->type != ev_keydown)
return false;
// only KeyDown events now...
if (!chat_on)
{
// enter chat mode
if ((ev->data1 == gamecontrol[gc_talkkey][0] || ev->data1 == gamecontrol[gc_talkkey][1])
&& netgame && (!cv_mute.value || server || (adminplayer == consoleplayer)))
{
if (cv_mute.value && !(server || adminplayer == consoleplayer))
return false;
chat_on = true;
w_chat[0] = 0;
teamtalk = false;
return true;
}
if ((ev->data1 == gamecontrol[gc_teamkey][0] || ev->data1 == gamecontrol[gc_teamkey][1])
&& netgame && (!cv_mute.value || server || (adminplayer == consoleplayer)))
{
if (cv_mute.value && !(server || adminplayer == consoleplayer))
return false;
chat_on = true;
w_chat[0] = 0;
teamtalk = true;
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 = (UINT8)ev->data1;
// use console translations
if (shiftdown)
c = shiftxform[c];
if (HU_keyInChatString(w_chat,c))
HU_queueChatChar(c);
if (c == KEY_ENTER)
chat_on = false;
else if (c == KEY_ESCAPE)
chat_on = false;
return true;
}
return false;
}
//======================================================================
// HEADS UP DRAWING
//======================================================================
//
// HU_DrawChat
//
// Draw chat input
//
static void HU_DrawChat(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;
}
i = 0;
while (w_chat[i])
{
//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);
}
// 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)
{
V_DrawString(4, 188-24, V_YELLOWMAP, va(M_GetText("%s's replay"), player_names[0]));
if (modeattacking)
{
V_DrawString(4, 188-16, V_YELLOWMAP|V_MONOSPACE, "SCORE:");
V_DrawRightAlignedString(120, 188-16, V_MONOSPACE, va("%d", hu_demoscore));
V_DrawString(4, 188- 8, V_YELLOWMAP|V_MONOSPACE, "TIME:");
if (hu_demotime != UINT32_MAX)
V_DrawRightAlignedString(120, 188- 8, V_MONOSPACE, va("%i:%02i.%02i",
G_TicsToMinutes(hu_demotime,true),
G_TicsToSeconds(hu_demotime),
G_TicsToCentiseconds(hu_demotime)));
else
V_DrawRightAlignedString(120, 188- 8, V_MONOSPACE, "--:--.--");
if (modeattacking == ATTACKING_RECORD)
{
V_DrawString(4, 188 , V_YELLOWMAP|V_MONOSPACE, "RINGS:");
V_DrawRightAlignedString(120, 188 , V_MONOSPACE, va("%d", hu_demorings));
}
}
}
// Heads up displays drawer, call each frame
//
void HU_Drawer(void)
{
// draw chat string plus cursor
if (chat_on)
HU_DrawChat();
if (cechotimer)
HU_DrawCEcho();
if (demoplayback && hu_showscores)
HU_DrawDemoInfo();
if (!Playing()
|| gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION
|| gamestate == GS_GAMEEND)
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);
}
}
//======================================================================
// HUD MESSAGES CLEARING FROM SCREEN
//======================================================================
// Clear old messages from the borders around the view window
// (only for reduced view, refresh the borders when needed)
//
// startline: y coord to start clear,
// clearlines: how many lines to clear.
//
static INT32 oldclearlines;
void HU_Erase(void)
{
INT32 topline, bottomline;
INT32 y, yoffset;
#ifdef HWRENDER
// clear hud msgs on double buffer (OpenGL mode)
boolean secondframe;
static INT32 secondframelines;
#endif
if (con_clearlines == oldclearlines && !con_hudupdate && !chat_on)
return;
#ifdef HWRENDER
// clear the other frame in double-buffer modes
secondframe = (con_clearlines != oldclearlines);
if (secondframe)
secondframelines = oldclearlines;
#endif
// clear the message lines that go away, so use _oldclearlines_
bottomline = oldclearlines;
oldclearlines = con_clearlines;
if (chat_on)
if (bottomline < 8)
bottomline = 8;
if (automapactive || viewwindowx == 0) // hud msgs don't need to be cleared
return;
// software mode copies view border pattern & beveled edges from the backbuffer
if (rendermode == render_soft)
{
topline = 0;
for (y = topline, yoffset = y*vid.width; y < bottomline; y++, yoffset += vid.width)
{
if (y < viewwindowy || y >= viewwindowy + viewheight)
R_VideoErase(yoffset, vid.width); // erase entire line
else
{
R_VideoErase(yoffset, viewwindowx); // erase left border
// erase right border
R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx);
}
}
con_hudupdate = false; // if it was set..
}
#ifdef HWRENDER
else if (rendermode != render_none)
{
// refresh just what is needed from the view borders
HWR_DrawViewBorder(secondframelines);
con_hudupdate = secondframe;
}
#endif
}
//======================================================================
// IN-LEVEL MULTIPLAYER RANKINGS
//======================================================================
#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].mo && players[tab[i].num].mo->health <= 0) || players[tab[i].num].spectator)
//
// 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;
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_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_DrawTeamTabRankings
//
void HU_DrawTeamTabRankings(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.
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, 9);
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_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+120, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
}
}
//
// 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, 9);
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_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+156, 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+156, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
}
else
V_DrawRightAlignedThinString(x+156, 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+120, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
y += 16;
if (y > 160)
{
y = 32;
x += BASEVIDWIDTH/2;
}
}
}
//
// HU_DrawEmeralds
//
void HU_DrawEmeralds(INT32 x, INT32 y, INT32 pemeralds)
{
//Draw the emeralds, in the CORRECT order, using tiny emerald sprites.
if (pemeralds & EMERALD1)
V_DrawSmallScaledPatch(x , y-6, 0, emeraldpics[1][0]);
if (pemeralds & EMERALD2)
V_DrawSmallScaledPatch(x+4, y-3, 0, emeraldpics[1][1]);
if (pemeralds & EMERALD3)
V_DrawSmallScaledPatch(x+4, y+3, 0, emeraldpics[1][2]);
if (pemeralds & EMERALD4)
V_DrawSmallScaledPatch(x , y+6, 0, emeraldpics[1][3]);
if (pemeralds & EMERALD5)
V_DrawSmallScaledPatch(x-4, y+3, 0, emeraldpics[1][4]);
if (pemeralds & EMERALD6)
V_DrawSmallScaledPatch(x-4, y-3, 0, emeraldpics[1][5]);
if (pemeralds & EMERALD7)
V_DrawSmallScaledPatch(x, y, 0, emeraldpics[1][6]);
}
//
// HU_DrawSpectatorTicker
//
static inline void HU_DrawSpectatorTicker(void)
{
int i;
int length = 0, height = 174;
int totallength = 0, templength = 0;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].spectator)
totallength += (signed)strlen(player_names[i]) * 8 + 16;
length -= (leveltime % (totallength + BASEVIDWIDTH));
length += BASEVIDWIDTH;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].spectator)
{
char *pos;
char initial[MAXPLAYERNAME+1];
char current[MAXPLAYERNAME+1];
strcpy(initial, player_names[i]);
pos = initial;
if (length >= -((signed)strlen(player_names[i]) * 8 + 16) && length <= BASEVIDWIDTH)
{
if (length < 0)
{
UINT8 eatenchars = (UINT8)(abs(length) / 8 + 1);
if (eatenchars <= strlen(initial))
{
// Eat one letter off the left side,
// then compensate the drawing position.
pos += eatenchars;
strcpy(current, pos);
templength = length % 8 + 8;
}
else
{
strcpy(current, " ");
templength = length;
}
}
else
{
strcpy(current, initial);
templength = length;
}
V_DrawString(templength, height + 8, V_TRANSLUCENT|V_ALLOWLOWERCASE, current);
}
length += (signed)strlen(player_names[i]) * 8 + 16;
}
}
//
// HU_DrawRankings
//
static void HU_DrawRankings(void)
{
playersort_t tab[MAXPLAYERS];
INT32 i, j, scorelines;
boolean completed[MAXPLAYERS];
UINT32 whiteplayer;
// draw the current gametype in the lower right
HU_drawGametype();
if (gametype != GT_RACE && gametype != GT_COMPETITION && gametype != GT_COOP)
{
if (cv_timelimit.value && timelimitintics > 0)
{
V_DrawCenteredString(64, 8, 0, "TIME");
V_DrawCenteredString(64, 16, 0, va("%i:%02i", G_TicsToMinutes(stplyr->realtime, true), G_TicsToSeconds(stplyr->realtime)));
}
if (cv_pointlimit.value > 0)
{
V_DrawCenteredString(256, 8, 0, "POINT LIMIT");
V_DrawCenteredString(256, 16, 0, va("%d", cv_pointlimit.value));
}
}
else if (gametype == GT_COOP)
{
INT32 totalscore = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
totalscore += players[i].score;
}
V_DrawCenteredString(256, 8, 0, "TOTAL SCORE");
V_DrawCenteredString(256, 16, 0, va("%u", totalscore));
}
else
{
if (circuitmap)
{
V_DrawCenteredString(64, 8, 0, "NUMBER OF LAPS");
V_DrawCenteredString(64, 16, 0, va("%d", cv_numlaps.value));
}
}
// When you play, you quickly see your score because your name is displayed in white.
// When playing back a demo, you quickly see who's the view.
whiteplayer = demoplayback ? displayplayer : consoleplayer;
scorelines = 0;
memset(completed, 0, sizeof (completed));
memset(tab, 0, sizeof (playersort_t)*MAXPLAYERS);
for (i = 0; i < MAXPLAYERS; i++)
{
tab[i].num = -1;
tab[i].name = 0;
if (gametype == GT_RACE && !circuitmap)
tab[i].count = INT32_MAX;
}
for (j = 0; j < MAXPLAYERS; j++)
{
if (!playeringame[j])
continue;
if (gametype != GT_COOP && players[j].spectator)
continue;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (gametype != GT_COOP && players[i].spectator)
continue;
if (gametype == GT_RACE)
{
if (circuitmap)
{
if ((unsigned)players[i].laps+1 >= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].laps+1;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
}
}
else
{
if (players[i].realtime <= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].realtime;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
}
}
}
else if (gametype == GT_COMPETITION)
{
// todo put something more fitting for the gametype here, such as current
// number of categories led
if (players[i].score >= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].score;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
tab[scorelines].emeralds = players[i].powers[pw_emeralds];
}
}
else
{
if (players[i].score >= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].score;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
tab[scorelines].emeralds = players[i].powers[pw_emeralds];
}
}
}
completed[tab[scorelines].num] = true;
scorelines++;
}
if (scorelines > 20)
scorelines = 20; //dont draw past bottom of screen, show the best only
if (G_GametypeHasTeams())
HU_DrawTeamTabRankings(tab, whiteplayer); //separate function for Spazzo's silly request
else if (scorelines <= 9)
HU_DrawTabRankings(40, 32, tab, scorelines, whiteplayer);
else
HU_DrawDualTabRankings(32, 32, tab, scorelines, whiteplayer);
// draw spectators in a ticker across the bottom
if (!splitscreen && G_GametypeHasSpectators())
HU_DrawSpectatorTicker();
}
static void HU_DrawCoopOverlay(void)
{
if (token
#ifdef HAVE_BLUA
&& LUA_HudEnabled(hud_tokens)
#endif
)
{
V_DrawString(168, 176, 0, va("- %d", token));
V_DrawSmallScaledPatch(148, 172, 0, tokenicon);
}
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_tabemblems))
#endif
if (!modifiedgame || savemoddata)
{
V_DrawString(160, 144, 0, va("- %d/%d", M_CountEmblems(), numemblems+numextraemblems));
V_DrawScaledPatch(128, 144 - SHORT(emblemicon->height)/4, 0, emblemicon);
}
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_coopemeralds))
return;
#endif
if (emeralds & EMERALD1)
V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3)-32, 0, emeraldpics[0][0]);
if (emeralds & EMERALD2)
V_DrawScaledPatch((BASEVIDWIDTH/2)-8+24, (BASEVIDHEIGHT/3)-16, 0, emeraldpics[0][1]);
if (emeralds & EMERALD3)
V_DrawScaledPatch((BASEVIDWIDTH/2)-8+24, (BASEVIDHEIGHT/3)+16, 0, emeraldpics[0][2]);
if (emeralds & EMERALD4)
V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3)+32, 0, emeraldpics[0][3]);
if (emeralds & EMERALD5)
V_DrawScaledPatch((BASEVIDWIDTH/2)-8-24, (BASEVIDHEIGHT/3)+16, 0, emeraldpics[0][4]);
if (emeralds & EMERALD6)
V_DrawScaledPatch((BASEVIDWIDTH/2)-8-24, (BASEVIDHEIGHT/3)-16, 0, emeraldpics[0][5]);
if (emeralds & EMERALD7)
V_DrawScaledPatch((BASEVIDWIDTH/2)-8 , (BASEVIDHEIGHT/3) , 0, emeraldpics[0][6]);
}
static void HU_DrawNetplayCoopOverlay(void)
{
int i;
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_coopemeralds))
return;
#endif
for (i = 0; i < 7; ++i)
{
if (emeralds & (1 << i))
V_DrawScaledPatch(20 + (i * 20), 6, 0, emeraldpics[0][i]);
}
}
// Interface to CECHO settings for the outside world, avoiding the
// expense (and security problems) of going via the console buffer.
void HU_ClearCEcho(void)
{
cechotimer = 0;
}
void HU_SetCEchoDuration(INT32 seconds)
{
cechoduration = seconds * TICRATE;
}
void HU_SetCEchoFlags(INT32 flags)
{
// Don't allow cechoflags to contain any bits in V_PARAMMASK
cechoflags = (flags & ~V_PARAMMASK);
}
void HU_DoCEcho(const char *msg)
{
I_OutputMsg("%s\n", msg); // print to log
strncpy(cechotext, msg, sizeof(cechotext));
strncat(cechotext, "\\", sizeof(cechotext) - strlen(cechotext) - 1);
cechotext[sizeof(cechotext) - 1] = '\0';
cechotimer = cechoduration;
}