RingRacers/src/hu_stuff.c
toaster 241475155b Rename "Break the Capsules" to "Prison Break"
We had this collective consciousness bigbrain moment in VC together, and it can literally only happen in this branch because unlocks.pk3 is the only main-game asset that needs to change for it
Solves the big problem we had with mixing up Item Capsules and ~~Battle Capsules~~ PRISON EGGS
2023-03-12 20:17:46 +00:00

2686 lines
No EOL
65 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 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 "font.h"
#include "k_menu.h" // highlightflags
#include "m_cond.h" // emblems
#include "m_misc.h" // word jumping
#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[]
#include "p_tick.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
#include "lua_hud.h"
#include "lua_hudlib_drawlist.h"
#include "lua_hook.h"
// SRB2Kart
#include "s_sound.h" // song credits
#include "k_kart.h"
#include "k_battle.h"
#include "k_grandprix.h"
#include "k_color.h"
#include "k_hud.h"
#include "r_fps.h"
// coords are scaled
#define HU_INPUTX 0
#define HU_INPUTY 0
typedef enum
{
HU_SHOUT = 1, // Shout message
HU_CSAY = 1<<1, // Middle-of-screen server message
} sayflags_t;
//-------------------------------------------
// heads up font
//-------------------------------------------
// ping font
// Note: I'd like to adress that at this point we might *REALLY* want to work towards a common drawString function that can take any font we want because this is really turning into a MESS. :V -Lat'
patch_t *pinggfx[5]; // small ping graphic
patch_t *mping[5]; // smaller ping graphic
patch_t *pingmeasure[2]; // ping measurement graphic
patch_t *pinglocal[2]; // mindelay indecator
patch_t *framecounter;
patch_t *frameslash; // framerate stuff. Used in screen.c
static player_t *plr;
boolean hu_keystrokes; // :)
boolean chat_on; // entering a chat message?
static char w_chat[HU_MAXMSGLEN + 1];
static size_t c_input = 0; // let's try to make the chat input less shitty.
static boolean headsupactive = false;
boolean hu_showscores; // draw rankings
static char hu_tick;
//-------------------------------------------
// misc vars
//-------------------------------------------
patch_t *missingpat;
patch_t *blanklvl, *nolvl;
// song credits
static patch_t *songcreditbg;
// -------
// protos.
// -------
static void HU_DrawRankings(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;
static char tcechotext[1024]; // buffer for the titlecard text
static tic_t tcechotimer = 0; // goes up by 1 each frame this is active
static tic_t tcechoduration = 0; // Set automatically
static tic_t resynch_ticker = 0;
static huddrawlist_h luahuddrawlist_scores;
//======================================================================
// HEADS UP INIT
//======================================================================
// 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 Command_Shout(void);
static void Got_Saycmd(UINT8 **p, INT32 playernum);
void HU_LoadGraphics(void)
{
INT32 i;
if (dedicated)
return;
Font_Load();
HU_UpdatePatch(&blanklvl, "BLANKLVL");
HU_UpdatePatch(&nolvl, "M_NOLVL");
HU_UpdatePatch(&songcreditbg, "K_SONGCR");
// cache ping gfx:
for (i = 0; i < 5; i++)
{
HU_UpdatePatch(&pinggfx[i], "PINGGFX%d", i+1);
HU_UpdatePatch(&mping[i], "MPING%d", i+1);
}
HU_UpdatePatch(&pingmeasure[0], "PINGD");
HU_UpdatePatch(&pingmeasure[1], "PINGMS");
HU_UpdatePatch(&pinglocal[0], "PINGGFXL");
HU_UpdatePatch(&pinglocal[1], "MPINGL");
// fps stuff
HU_UpdatePatch(&framecounter, "FRAMER");
HU_UpdatePatch(&frameslash, "FRAMESL");
}
// Initialise Heads up
// once at game startup.
//
void HU_Init(void)
{
font_t font;
COM_AddCommand("say", Command_Say_f);
COM_AddCommand("sayto", Command_Sayto_f);
COM_AddCommand("sayteam", Command_Sayteam_f);
COM_AddCommand("csay", Command_CSay_f);
COM_AddCommand("shout", Command_Shout);
RegisterNetXCmd(XD_SAY, Got_Saycmd);
// only allocate if not present, to save us a lot of headache
if (missingpat == NULL)
{
lumpnum_t missingnum = W_GetNumForName("MISSING");
if (missingnum == LUMPERROR)
I_Error("HU_LoadGraphics: \"MISSING\" patch not present in resource files.");
missingpat = W_CachePatchNum(missingnum, PU_STATIC);
}
// set shift translation table
shiftxform = english_shiftxform;
/*
Setup fonts
*/
if (!dedicated)
{
#define DIM( s, n ) ( font.start = s, font.size = n )
#define ADIM( name ) DIM (name ## _FONTSTART, name ## _FONTSIZE)
#define PR( s ) strcpy(font.prefix, s)
#define DIG( n ) ( font.digits = n )
#define REG Font_DumbRegister(&font)
DIG (3);
ADIM (HU);
PR ("STCFN");
REG;
PR ("TNYFN");
REG;
PR ("FILEF");
REG;
ADIM (LT);
PR ("LTFNT");
REG;
ADIM (CRED);
PR ("CRFNT");
REG;
DIG (3);
ADIM (LT);
PR ("GTOL");
REG;
PR ("GTFN");
REG;
DIG (1);
DIM (0, 10);
PR ("STTNUM");
REG;
PR ("NGTNUM");
REG;
PR ("PINGN");
REG;
PR ("PRFN");
REG;
DIG (3);
ADIM (KART);
PR ("MKFNT");
REG;
ADIM (LT);
PR ("GAMEM");
REG;
ADIM (LT);
PR ("THIFN");
REG;
PR ("TLWFN");
REG;
#undef REG
#undef DIG
#undef PR
#undef ADMIN
#undef DIM
}
HU_LoadGraphics();
luahuddrawlist_scores = LUA_HUD_CreateDrawList();
}
patch_t *HU_UpdateOrBlankPatch(patch_t **user, boolean required, const char *format, ...)
{
va_list ap;
char buffer[9];
lumpnum_t lump = INT16_MAX;
patch_t *patch;
va_start (ap, format);
vsnprintf(buffer, sizeof buffer, format, ap);
va_end (ap);
if (user && partadd_earliestfile != UINT16_MAX)
{
UINT16 fileref = numwadfiles;
lump = INT16_MAX;
while ((lump == INT16_MAX) && ((--fileref) >= partadd_earliestfile))
{
lump = W_CheckNumForNamePwad(buffer, fileref, 0);
}
/* no update in this wad */
if (fileref < partadd_earliestfile)
return *user;
lump |= (fileref << 16);
}
else
{
lump = W_CheckNumForName(buffer);
if (lump == LUMPERROR)
{
if (required == true)
*user = missingpat;
return *user;
}
}
patch = W_CachePatchNum(lump, PU_HUDGFX);
if (user)
{
if (*user)
Patch_Free(*user);
*user = patch;
}
return patch;
}
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
//======================================================================
// EVERY CHANGE IN THIS SCRIPT IS LOL XD! BY VINCYTM
static UINT32 chat_nummsg_log = 0;
static UINT32 chat_nummsg_min = 0;
static UINT32 chat_scroll = 0;
static tic_t chat_scrolltime = 0;
static UINT32 chat_maxscroll = 0; // how far can we scroll?
//static chatmsg_t chat_mini[CHAT_BUFSIZE]; // Display the last few messages sent.
//static chatmsg_t chat_log[CHAT_BUFSIZE]; // Keep every message sent to us in memory so we can scroll n shit, it's cool.
static char chat_log[CHAT_BUFSIZE][255]; // hold the last 48 or so messages in that log.
static char chat_mini[8][255]; // display up to 8 messages that will fade away / get overwritten
static tic_t chat_timers[8];
static boolean chat_scrollmedown = false; // force instant scroll down on the chat log. Happens when you open it / send a message.
// remove text from minichat table
static INT16 addy = 0; // use this to make the messages scroll smoothly when one fades away
static void HU_removeChatText_Mini(void)
{
// MPC: Don't create new arrays, just iterate through an existing one
size_t i;
for(i=0;i<chat_nummsg_min-1;i++) {
strcpy(chat_mini[i], chat_mini[i+1]);
chat_timers[i] = chat_timers[i+1];
}
chat_nummsg_min--; // lost 1 msg.
// use addy and make shit slide smoothly af.
addy += (vid.width < 640) ? 8 : 6;
}
// same but w the log. TODO: optimize this and maybe merge in a single func? im bad at C.
static void HU_removeChatText_Log(void)
{
// MPC: Don't create new arrays, just iterate through an existing one
size_t i;
for(i=0;i<chat_nummsg_log-1;i++) {
strcpy(chat_log[i], chat_log[i+1]);
}
chat_nummsg_log--; // lost 1 msg.
}
void HU_AddChatText(const char *text, boolean playsound)
{
if (playsound && cv_consolechat.value != 2) // Don't play the sound if we're using hidden chat.
S_StartSound(NULL, sfx_radio);
// reguardless of our preferences, put all of this in the chat buffer in case we decide to change from oldchat mid-game.
if (chat_nummsg_log >= CHAT_BUFSIZE) // too many messages!
HU_removeChatText_Log();
strcpy(chat_log[chat_nummsg_log], text);
chat_nummsg_log++;
if (chat_nummsg_min >= 8)
HU_removeChatText_Mini();
strcpy(chat_mini[chat_nummsg_min], text);
chat_timers[chat_nummsg_min] = TICRATE*cv_chattime.value;
chat_nummsg_min++;
if (OLDCHAT) // if we're using oldchat, print directly in console
CONS_Printf("%s\n", text);
else // if we aren't, still save the message to log.txt
CON_LogMessage(va("%s\n", text));
}
/** 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_SHOUT 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[2 + HU_MAXMSGLEN + 1];
size_t numwords, ix;
char *msg = &buf[2];
const size_t msgspace = sizeof buf - 2;
numwords = COM_Argc() - usedargs;
I_Assert(numwords > 0);
if (CHAT_MUTE) // TODO: Per Player mute.
{
HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
return;
}
// Only servers/admins can shout or CSAY.
if (!server && !IsPlayerAdmin(consoleplayer))
{
flags &= ~(HU_SHOUT|HU_CSAY);
}
// Enforce shout for the dedicated server.
if (dedicated && !(flags & HU_CSAY))
{
flags |= HU_SHOUT;
}
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);
}
if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
{
// what we're gonna do now is check if the player exists
// with that logic, characters 4 and 5 are our numbers:
const char *newmsg;
char playernum[3];
INT32 spc = 1; // used if playernum[1] is a space.
strncpy(playernum, msg+3, 3);
// check for undesirable characters in our "number"
if (((playernum[0] < '0') || (playernum[0] > '9')) || ((playernum[1] < '0') || (playernum[1] > '9')))
{
// check if playernum[1] is a space
if (playernum[1] == ' ')
spc = 0;
// let it slide
else
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<playernum> \'.", false);
return;
}
}
// I'm very bad at C, I swear I am, additional checks eww!
if (spc != 0 && msg[5] != ' ')
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<playernum> \'.", false);
return;
}
target = atoi(playernum); // turn that into a number
//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, HU_MAXMSGLEN + 1);
}
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;
}
// Autoshout is handled by HU_queueChatChar.
// If you're using the say command, you can use the shout command, lol.
DoSayCommand(0, 1, 0);
}
/** Send a message to a particular person.
* \sa DoSayCommand, Command_Sayteam_f, Command_Say_f
* \author Graue <graue@oceanbase.org>
*/
static void Command_Sayto_f(void)
{
INT32 target;
if (COM_Argc() < 3)
{
CONS_Printf(M_GetText("sayto <playername|playernum> <message>: send a message to a player\n"));
return;
}
target = nametonum(COM_Argv(1));
if (target == -1)
{
CONS_Alert(CONS_NOTICE, M_GetText("No player with that name!\n"));
return;
}
target++; // Internally we use 0 to 31, but say command uses 1 to 32.
DoSayCommand((SINT8)target, 2, 0);
}
/** Send a message to members of the player's team.
* \sa DoSayCommand, Command_Say_f, Command_Sayto_f
* \author Graue <graue@oceanbase.org>
*/
static void Command_Sayteam_f(void)
{
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("sayteam <message>: send a message to your team\n"));
return;
}
if (dedicated)
{
CONS_Alert(CONS_NOTICE, M_GetText("Dedicated servers can't send team messages. Use \"say\".\n"));
return;
}
if (G_GametypeHasTeams()) // revert to normal say if we don't have teams in this gametype.
DoSayCommand(-1, 1, 0);
else
DoSayCommand(0, 1, 0);
}
/** 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 void Command_Shout(void)
{
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("shout <message>: send a message with special alert sound, name, and color\n"));
return;
}
if (!server && !IsPlayerAdmin(consoleplayer))
{
CONS_Alert(CONS_NOTICE, M_GetText("Only servers and admins can use shout.\n"));
return;
}
DoSayCommand(0, 1, HU_SHOUT);
}
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;
SKIPSTRINGL(*p, HU_MAXMSGLEN + 1);
if ((cv_mute.value || flags & (HU_CSAY|HU_SHOUT)) && 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)
SendKick(playernum, KICK_MSG_CON_FAIL);
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)
SendKick(playernum, KICK_MSG_CON_FAIL);
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|HU_SHOUT)))
{
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.
if (LUA_HookPlayerMsg(playernum, target, flags, msg, spam_eatmsg))
return;
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_SHOUT)
dispname = cv_shoutname.zstring;
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;
char color_prefix[2];
if (flags & HU_SHOUT)
{
if (cv_shoutcolor.value == -1)
{
UINT16 chatcolor = skincolors[players[playernum].skincolor].chatcolor;
if (chatcolor > V_TANMAP)
{
sprintf(color_prefix, "%c", '\x80');
}
else
{
sprintf(color_prefix, "%c", '\x80' + (chatcolor >> V_CHARCOLORSHIFT));
}
}
else
{
sprintf(color_prefix, "%c", '\x80' + cv_shoutcolor.value);
}
// Colorize full text
cstart = textcolor = color_prefix;
}
else if (players[playernum].spectator)
{
// grey text
cstart = textcolor = "\x86";
}
else if (target == -1) // say team
{
if (players[playernum].ctfteam == 1)
{
// red text
cstart = textcolor = "\x85";
}
else
{
// blue text
cstart = textcolor = "\x84";
}
}
else
{
UINT16 chatcolor = skincolors[players[playernum].skincolor].chatcolor;
if (chatcolor > V_TANMAP)
{
sprintf(color_prefix, "%c", '\x80');
}
else
{
sprintf(color_prefix, "%c", '\x80' + (chatcolor >> V_CHARCOLORSHIFT));
}
cstart = color_prefix;
}
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 // To everyone or sayteam, it doesn't change anything.
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) && !(flags & HU_SHOUT)); // add to chat
if ((cv_chatnotifications.value) && (flags & HU_SHOUT))
S_StartSound(NULL, sfx_sysmsg);
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
}
void HU_TickSongCredits(void)
{
if (cursongcredit.def == NULL) // No def
{
cursongcredit.x = cursongcredit.old_x = 0;
cursongcredit.anim = 0;
cursongcredit.trans = NUMTRANSMAPS;
return;
}
cursongcredit.old_x = cursongcredit.x;
if (cursongcredit.anim > 0)
{
INT32 len = V_ThinStringWidth(cursongcredit.text, V_ALLOWLOWERCASE|V_6WIDTHSPACE);
fixed_t destx = (len+7) * FRACUNIT;
if (cursongcredit.trans > 0)
{
cursongcredit.trans--;
}
if (cursongcredit.x < destx)
{
cursongcredit.x += (destx - cursongcredit.x) / 2;
}
if (cursongcredit.x > destx)
{
cursongcredit.x = destx;
}
cursongcredit.anim--;
}
else
{
if (cursongcredit.trans < NUMTRANSMAPS)
{
cursongcredit.trans++;
}
if (cursongcredit.x > 0)
{
cursongcredit.x /= 2;
}
if (cursongcredit.x < 0)
{
cursongcredit.x = 0;
}
}
}
void HU_Ticker(void)
{
static boolean hu_holdscores = false;
if (dedicated)
return;
hu_tick++;
hu_tick &= 7; // currently only to blink chat input cursor
// Rankings
if (G_PlayerInputDown(0, gc_rankings, 0))
{
if (!hu_holdscores)
{
hu_showscores ^= true;
}
hu_holdscores = true;
}
else
{
hu_holdscores = false;
}
hu_keystrokes = false;
if (chat_on)
{
// count down the scroll timer.
if (chat_scrolltime > 0)
chat_scrolltime--;
}
if (netgame)
{
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();
}
}
if (cechotimer)
cechotimer--;
if (tcechotimer)
{
tcechotimer++;
if (tcechotimer > tcechoduration)
tcechotimer = 0;
}
if (gamestate != GS_LEVEL)
{
return;
}
resynch_ticker++;
}
static boolean teamtalk = false;
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.
static boolean HU_chatboxContainsOnlySpaces(void)
{
size_t i;
for (i = 0; w_chat[i]; i++)
if (w_chat[i] != ' ')
return false;
return true;
}
static void HU_sendChatMessage(void)
{
char buf[2 + HU_MAXMSGLEN + 1];
char *msg = &buf[2];
size_t ci;
INT32 target = 0;
// if our message was nothing but spaces, don't send it.
if (HU_chatboxContainsOnlySpaces())
return;
// copy printable characters and terminating '\0' only.
for (ci = 2; w_chat[ci-2]; ci++)
{
char c = w_chat[ci-2];
if (c >= ' ' && !(c & 0x80))
buf[ci] = c;
};
buf[ci] = '\0';
memset(w_chat, '\0', sizeof(w_chat));
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 playernum[1] is a space.
char playernum[3];
const char *newmsg;
// what we're gonna do now is check if the player 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(playernum, msg+3, 3);
// check for undesirable characters in our "number"
if (!(isdigit(playernum[0]) && isdigit(playernum[1])))
{
// check if playernum[1] is a space
if (playernum[1] == ' ')
spc = 0;
// let it slide
else
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<player num> \'.", false);
return;
}
}
// I'm very bad at C, I swear I am, additional checks eww!
if (spc != 0 && msg[5] != ' ')
{
HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<player num> \'.", false);
return;
}
target = atoi(playernum); // turn that into a number
// 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<player num>
newmsg = msg+5+spc;
strlcpy(msg, newmsg, HU_MAXMSGLEN + 1);
}
if (ci > 2) // don't send target+flags+empty message.
{
if (teamtalk)
buf[0] = -1; // target
else
buf[0] = target;
buf[1] = ((server || IsPlayerAdmin(consoleplayer)) && cv_autoshout.value) ? HU_SHOUT : 0; // flags
SendNetXCmd(XD_SAY, buf, 2 + strlen(&buf[2]) + 1);
}
}
void HU_clearChatChars(void)
{
memset(w_chat, '\0', sizeof(w_chat));
chat_on = false;
c_input = 0;
I_UpdateMouseGrab();
}
//
// Returns true if key eaten
//
boolean HU_Responder(event_t *ev)
{
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 >= NUMKEYS)
{
INT32 i, j;
for (i = 0; i < num_gamecontrols; i++)
{
for (j = 0; j < MAXINPUTMAPPING; j++)
{
if (gamecontrol[0][i][j] == ev->data1)
break;
}
if (j < MAXINPUTMAPPING)
{
break;
}
}
if (i == num_gamecontrols && j == MAXINPUTMAPPING)
return false;
}
if (!chat_on)
{
// enter chat mode
if ((ev->data1 == gamecontrol[0][gc_talk][0] || ev->data1 == gamecontrol[0][gc_talk][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[0][gc_teamtalk][0] || ev->data1 == gamecontrol[0][gc_teamtalk][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
{
INT32 c = (INT32)ev->data1;
// 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;
// Ignore non-keyboard keys, except when the talk key is bound
if (ev->data1 >= NUMKEYS
/*&& (ev->data1 != gamecontrol[0][gc_talkkey][0]
&& ev->data1 != gamecontrol[0][gc_talkkey][1])*/)
return false;
c = CON_ShiftChar(c);
// pasting. pasting is cool. chat is a bit limited, though :(
if ((c == 'v' || c == 'V') && ctrldown)
{
const char *paste;
size_t chatlen;
size_t pastelen;
if (CHAT_MUTE)
return true;
paste = I_ClipboardPaste();
if (paste == NULL)
return true;
chatlen = strlen(w_chat);
pastelen = strlen(paste);
if (chatlen+pastelen > HU_MAXMSGLEN)
return true; // we can't paste this!!
memmove(&w_chat[c_input + pastelen], &w_chat[c_input], (chatlen - c_input) + 1); // +1 for '\0'
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
c_input += pastelen;
return true;
}
else if (c == KEY_ENTER)
{
if (!CHAT_MUTE)
HU_sendChatMessage();
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. :)
I_UpdateMouseGrab();
}
else if (c == KEY_ESCAPE
/*|| ((c == gamecontrol[0][gc_talkkey][0] || c == gamecontrol[0][gc_talkkey][1]
|| c == gamecontrol[0][gc_teamkey][0] || c == gamecontrol[0][gc_teamkey][1])
&& c >= NUMKEYS)*/) // 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
I_UpdateMouseGrab();
}
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
{
if (ctrldown)
c_input = M_JumpWordReverse(w_chat, c_input);
else
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.
{
if (ctrldown)
c_input += M_JumpWord(&w_chat[c_input]);
else
c_input++;
}
else if ((c >= HU_FONTSTART && c <= HU_FONTEND && fontv[HU_FONT].font[c-HU_FONTSTART])
|| c == ' ') // Allow spaces, of course
{
if (CHAT_MUTE || strlen(w_chat) >= HU_MAXMSGLEN)
return true;
memmove(&w_chat[c_input + 1], &w_chat[c_input], strlen(w_chat) - c_input + 1);
w_chat[c_input] = c;
c_input++;
}
else if (c == KEY_BACKSPACE)
{
if (CHAT_MUTE || c_input <= 0)
return true;
memmove(&w_chat[c_input - 1], &w_chat[c_input], strlen(w_chat) - c_input + 1);
c_input--;
}
else if (c == KEY_DEL)
{
if (CHAT_MUTE || c_input >= strlen(w_chat))
return true;
memmove(&w_chat[c_input], &w_chat[c_input + 1], strlen(w_chat) - c_input);
}
return true;
}
return false;
}
//======================================================================
// HEADS UP DRAWING
//======================================================================
// 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 <= 0x8F) //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 || !fontv[HU_FONT].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 (r_splitscreen > 1)
boxw = max(64, boxw/2);
for (; i>0; i--)
{
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;
if (msg)
Z_Free(msg);
}
y = chaty - charheight*(msglines+1);
#ifdef NETSPLITSCREEN
if (r_splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (r_splitscreen > 1)
y += 16;
}
else
#endif
{
y -= (cv_kartspeedometer.value ? 16 : 0);
}
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;
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, 159|V_SNAPTOBOTTOM|V_SNAPTOLEFT);
V_DrawChatCharacter(x + dx + 2, y+dy, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|transflag, true, colormap);
}
dx += charwidth;
prev_linereturn = false;
if (dx >= boxw)
{
dx = 0;
dy += charheight;
}
}
dy += charheight;
dx = 0;
if (msg)
Z_Free(msg);
}
// 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;
INT32 highlight = V_YELLOWMAP;
boolean atbottom = false;
// make sure that our scroll position isn't "illegal";
if (chat_scroll > chat_maxscroll)
chat_scroll = chat_maxscroll;
#ifdef NETSPLITSCREEN
if (r_splitscreen)
{
boxh = max(6, boxh/2);
if (r_splitscreen > 1)
boxw = max(64, boxw/2);
}
#endif
y = chaty - offset*charheight - (chat_scroll*charheight) - boxh*charheight - 12;
#ifdef NETSPLITSCREEN
if (r_splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (r_splitscreen > 1)
y += 16;
}
else
#endif
{
y -= (cv_kartspeedometer.value ? 16 : 0);
}
chat_topy = y + chat_scroll*charheight;
chat_bottomy = chat_topy + boxh*charheight;
V_DrawFillConsoleMap(chatx, chat_topy, boxw, boxh*charheight +2, 159|V_SNAPTOBOTTOM|V_SNAPTOLEFT); // log box
for (i=0; i<chat_nummsg_log; i++) // iterate through our chatlog
{
INT32 clrflag = 0;
INT32 j = 0;
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, true, 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 (msg)
Z_Free(msg);
}
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 = max(dy / charheight - cv_chatheight.value, 0);
// 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_DrawCharacter(chatx-9, ((justscrolledup) ? (chat_topy-1) : (chat_topy)), V_SNAPTOBOTTOM | V_SNAPTOLEFT | highlight | '\x1A', false); // up arrow
if (chat_scroll < chat_maxscroll)
V_DrawCharacter(chatx-9, chat_bottomy-((justscrolleddown) ? 5 : 6), V_SNAPTOBOTTOM | V_SNAPTOLEFT | highlight | '\x1B', false); // 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 (r_splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (r_splitscreen > 1)
{
y += 16;
boxw = max(64, boxw/2);
}
}
else
#endif
{
y -= (cv_kartspeedometer.value ? 16 : 0);
}
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), 159 | 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, true, 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, true, 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, true, 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, true, 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 (r_splitscreen)
{
p_dispy -= BASEVIDHEIGHT/2;
if (r_splitscreen > 1)
p_dispy += 16;
}
else
#endif
{
p_dispy -= (cv_kartspeedometer.value ? 16 : 0);
}
i = 0;
for(i=0; (i<MAXPLAYERS); i++)
{
// filter: (code needs optimization pls help I'm bad with C)
if (w_chat[3])
{
char playernum[3];
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;
strncpy(playernum, w_chat+3, 3);
n = atoi(playernum); // turn that into a number
// 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, 159 | 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, 159 | 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; //(fontv[HU_FONT].font['A'-HU_FONTSTART]->width) * con_scalefactor;
INT32 charheight = 8 * con_scalefactor; //(fontv[HU_FONT].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 = (fontv[HU_FONT].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, true);
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, true);
}
//Hurdler: isn't it better like that?
if (w_chat[i] < HU_FONTSTART)
{
++i;
//charwidth = 4 * con_scalefactor;
}
else
{
//charwidth = (fontv[HU_FONT].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);
}
static void HU_DrawCEcho(void)
{
INT32 i = 0;
INT32 y = (BASEVIDHEIGHT/2)-4;
INT32 pnumlines = 0;
UINT32 realflags = cechoflags|V_SPLITSCREEN; // requested as part of splitscreen's stuff
char *line;
char *echoptr;
char temp[1024];
for (i = 0; cechotext[i] != '\0'; ++i)
if (cechotext[i] == '\\')
pnumlines++;
y -= (pnumlines-1)*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;
}
strcpy(temp, cechotext);
echoptr = &temp[0];
while (*echoptr != '\0')
{
line = strchr(echoptr, '\\');
if (line == NULL)
break;
*line = '\0';
V_DrawCenteredString(BASEVIDWIDTH/2, y, realflags, echoptr);
y += 12;
echoptr = line;
echoptr++;
}
}
static void HU_DrawTitlecardCEcho(void)
{
if (tcechotimer)
{
INT32 i = 0;
INT32 y = (BASEVIDHEIGHT/2)-16;
INT32 pnumlines = 0;
INT32 timeroffset = 0;
char *line;
char *echoptr;
char temp[1024];
for (i = 0; tcechotext[i] != '\0'; ++i)
if (tcechotext[i] == '\\')
pnumlines++;
y -= (pnumlines-1)*16;
// 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;
}
strcpy(temp, tcechotext);
echoptr = &temp[0];
while (*echoptr != '\0')
{
INT32 w;
INT32 timer = (INT32)(tcechotimer - timeroffset);
if (timer <= 0)
return; // we don't care.
line = strchr(echoptr, '\\');
if (line == NULL)
break;
*line = '\0';
w = V_TitleCardStringWidth(echoptr);
V_DrawTitleCardString(BASEVIDWIDTH/2 -w/2, y, echoptr, 0, false, timer, TICRATE*4);
y += 32;
// offset the timer for the next line.
timeroffset += strlen(echoptr);
// set the ptr to the \0 we made and advance it because we don't want an empty string.
echoptr = line;
echoptr++;
}
}
}
//
// demo info stuff
//
UINT32 hu_demotime;
UINT32 hu_demolap;
static void HU_DrawDemoInfo(void)
{
if (!multiplayer)/* netreplay */
{
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, 0, M_GetText("Replay:"));
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, player_names[0]);
}
else
{
V_DrawRightAlignedThinString(BASEVIDWIDTH-2, BASEVIDHEIGHT-10, V_ALLOWLOWERCASE, demo.titlename);
}
if (modeattacking & ATTACKING_TIME)
{
V_DrawRightAlignedString((BASEVIDWIDTH/2)-4, BASEVIDHEIGHT-24, V_YELLOWMAP|V_MONOSPACE, "BEST TIME:");
if (hu_demotime != UINT32_MAX)
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-24, V_MONOSPACE, va("%i'%02i\"%02i",
G_TicsToMinutes(hu_demotime,true),
G_TicsToSeconds(hu_demotime),
G_TicsToCentiseconds(hu_demotime)));
else
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-24, V_MONOSPACE, "--'--\"--");
}
if (modeattacking & ATTACKING_LAP)
{
V_DrawRightAlignedString((BASEVIDWIDTH/2)-4, BASEVIDHEIGHT-16, V_YELLOWMAP|V_MONOSPACE, "BEST LAP:");
if (hu_demolap != UINT32_MAX)
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-16, V_MONOSPACE, va("%i'%02i\"%02i",
G_TicsToMinutes(hu_demolap,true),
G_TicsToSeconds(hu_demolap),
G_TicsToCentiseconds(hu_demolap)));
else
V_DrawString((BASEVIDWIDTH/2)+4, BASEVIDHEIGHT-16, V_MONOSPACE, "--'--\"--");
}
}
//
// Song credits
//
void HU_DrawSongCredits(void)
{
fixed_t x;
fixed_t y = (r_splitscreen ? (BASEVIDHEIGHT/2)-4 : 32) * FRACUNIT;
INT32 bgt;
if (!cursongcredit.def || cursongcredit.trans >= NUMTRANSMAPS) // No def
{
return;
}
bgt = (NUMTRANSMAPS/2) + (cursongcredit.trans / 2);
x = R_InterpolateFixed(cursongcredit.old_x, cursongcredit.x);
if (bgt < NUMTRANSMAPS)
{
V_DrawFixedPatch(x, y - (2 * FRACUNIT),
FRACUNIT, V_SNAPTOLEFT|(bgt<<V_ALPHASHIFT),
songcreditbg, NULL);
}
V_DrawRightAlignedThinStringAtFixed(x, y,
V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_SNAPTOLEFT|(cursongcredit.trans<<V_ALPHASHIFT),
cursongcredit.text);
}
// Heads up displays drawer, call each frame
//
void HU_Drawer(void)
{
// Closed chat
if (!chat_on)
{
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 (gamestate != GS_LEVEL)
goto drawontop;
// draw multiplayer rankings
if (hu_showscores)
{
if (netgame || multiplayer)
{
if (LUA_HudEnabled(hud_rankings))
HU_DrawRankings();
if (renderisnewtic)
{
LUA_HUD_ClearDrawList(luahuddrawlist_scores);
LUA_HookHUD(luahuddrawlist_scores, HUD_HOOK(scores));
}
LUA_HUD_DrawList(luahuddrawlist_scores);
}
if (demo.playback)
{
HU_DrawDemoInfo();
}
}
if (cv_vhseffect.value && (paused || (demo.playback && cv_playbackspeed.value > 1)))
V_DrawVhsEffect(demo.rewinding);
// draw desynch text
if (hu_redownloadinggamestate)
{
char resynch_text[14];
UINT32 i;
// Animate the dots
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);
}
drawontop:
// Opened chat
if (chat_on)
{
if (!OLDCHAT)
HU_DrawChat();
else
HU_DrawChat_Old();
}
if (cechotimer)
HU_DrawCEcho();
if (tcechotimer)
HU_DrawTitlecardCEcho();
}
//======================================================================
// 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
//======================================================================
static int
Ping_gfx_num (int lag)
{
if (lag <= 2)
return 0;
else if (lag <= 4)
return 1;
else if (lag <= 7)
return 2;
else if (lag <= 10)
return 3;
else
return 4;
}
static int
Ping_gfx_color (int lag)
{
if (lag <= 2)
return SKINCOLOR_JAWZ;
else if (lag <= 4)
return SKINCOLOR_MINT;
else if (lag <= 7)
return SKINCOLOR_GOLD;
else if (lag <= 10)
return SKINCOLOR_RASPBERRY;
else
return SKINCOLOR_MAGENTA;
}
//
// HU_drawPing
//
void HU_drawPing(INT32 x, INT32 y, UINT32 lag, INT32 flags, boolean offline)
{
UINT8 *colormap = NULL;
INT32 measureid = cv_pingmeasurement.value ? 1 : 0;
INT32 gfxnum; // gfx to draw
boolean drawlocal = (offline && cv_mindelay.value && lag <= (tic_t)cv_mindelay.value);
if (!server && lag <= (tic_t)cv_mindelay.value)
{
lag = cv_mindelay.value;
drawlocal = true;
}
gfxnum = Ping_gfx_num(lag);
if (measureid == 1)
V_DrawScaledPatch(x+11 - pingmeasure[measureid]->width, y+9, flags, pingmeasure[measureid]);
if (drawlocal)
V_DrawScaledPatch(x+2, y, flags, pinglocal[0]);
else
V_DrawScaledPatch(x+2, y, flags, pinggfx[gfxnum]);
colormap = R_GetTranslationColormap(TC_RAINBOW, Ping_gfx_color(lag), GTC_CACHE);
if (servermaxping && lag > servermaxping && hu_tick < 4)
{
// flash ping red if too high
colormap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_WHITE, GTC_CACHE);
}
if (cv_pingmeasurement.value)
{
lag = (INT32)(lag * (1000.00f / TICRATE));
}
x = V_DrawPingNum(x + (measureid == 1 ? 11 - pingmeasure[measureid]->width : 10), y+9, flags, lag, colormap);
if (measureid == 0)
V_DrawScaledPatch(x+1 - pingmeasure[measureid]->width, y+9, flags, pingmeasure[measureid]);
}
void
HU_drawMiniPing (INT32 x, INT32 y, UINT32 lag, INT32 flags)
{
patch_t *patch;
INT32 w = BASEVIDWIDTH;
if (r_splitscreen > 1)
{
w /= 2;
}
// This looks kinda dumb, but basically:
// Servers with mindelay set modify the ping table.
// Clients with mindelay unset don't, because they can't.
// Both are affected by mindelay, but a client's lag value is pre-adjustment.
if (server && cv_mindelay.value && (tic_t)cv_mindelay.value <= lag)
patch = pinglocal[1];
else if (!server && cv_mindelay.value && (tic_t)cv_mindelay.value >= lag)
patch = pinglocal[1];
else
patch = mping[Ping_gfx_num(lag)];
if (( flags & V_SNAPTORIGHT ))
x += ( w - SHORT (patch->width) );
V_DrawScaledPatch(x, y, flags, patch);
}
//
// HU_DrawSpectatorTicker
//
static inline void HU_DrawSpectatorTicker(void)
{
INT32 i;
INT32 length = 0, height = 174;
INT32 totallength = 0, templength = -8;
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].spectator)
totallength += (signed)strlen(player_names[i]) * 8 + 16;
length -= (leveltime % (totallength + dupadjust+8));
length += dupadjust;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].spectator)
{
char *pos;
char initial[MAXPLAYERNAME+1];
char current[MAXPLAYERNAME+1];
INT32 len;
len = ((signed)strlen(player_names[i]) * 8 + 16);
strcpy(initial, player_names[i]);
pos = initial;
if (length >= -len)
{
if (length < -8)
{
UINT8 eatenchars = (UINT8)(abs(length) / 8);
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 - duptweak, height, V_TRANSLUCENT|V_ALLOWLOWERCASE, current);
}
if ((length += len) >= dupadjust+8)
break;
}
}
}
//
// HU_DrawRankings
//
static void HU_DrawRankings(void)
{
playersort_t tab[MAXPLAYERS];
INT32 i, j, scorelines, numplayersingame = 0, hilicol = highlightflags;
boolean completed[MAXPLAYERS];
UINT32 whiteplayer = MAXPLAYERS;
boolean timedone = false, pointsdone = false;
if (!automapactive)
V_DrawFadeScreen(0xFF00, 16); // A little more readable, and prevents cheating the fades under other circumstances.
// draw the current gametype in the lower right
if (grandprixinfo.gp == true)
V_DrawString(4, 188, hilicol|V_SNAPTOBOTTOM|V_SNAPTOLEFT, "Grand Prix");
else if (battleprisons)
V_DrawString(4, 188, hilicol|V_SNAPTOBOTTOM|V_SNAPTOLEFT, "Prisons");
else if (gametype >= 0 && gametype < numgametypes)
V_DrawString(4, 188, hilicol|V_SNAPTOBOTTOM|V_SNAPTOLEFT, gametypes[gametype]->name);
// Left hand side
if (grandprixinfo.gp == true)
{
const char *roundstr = NULL;
V_DrawCenteredString(64, 8, 0, "ROUND");
switch (grandprixinfo.eventmode)
{
case GPEVENT_BONUS:
roundstr = "BONUS";
break;
case GPEVENT_SPECIAL:
roundstr = "SPECIAL";
break;
default:
roundstr = va("%d", grandprixinfo.roundnum);
break;
}
V_DrawCenteredString(64, 16, hilicol, roundstr);
}
else if ((gametyperules & GTR_TIMELIMIT) && timelimitintics > 0)
{
UINT32 timeval = (timelimitintics + starttime + 1 - leveltime);
if (timeval > timelimitintics+1)
timeval = timelimitintics+1;
timeval /= TICRATE;
if (leveltime <= (timelimitintics + starttime))
{
V_DrawCenteredString(64, 8, 0, "TIME LEFT");
V_DrawCenteredString(64, 16, hilicol, va("%u", timeval));
}
// overtime
if (!players[consoleplayer].exiting && (leveltime > (timelimitintics + starttime + TICRATE/2)) && cv_overtime.value)
{
V_DrawCenteredString(64, 8, 0, "TIME LEFT");
V_DrawCenteredString(64, 16, hilicol, "OVERTIME");
}
timedone = true;
}
else if ((gametyperules & GTR_POINTLIMIT) && g_pointlimit > 0)
{
V_DrawCenteredString(64, 8, 0, "POINT LIMIT");
V_DrawCenteredString(64, 16, hilicol, va("%d", g_pointlimit));
pointsdone = true;
}
else if (gametyperules & GTR_CIRCUIT)
{
V_DrawCenteredString(64, 8, 0, "LAPS");
V_DrawCenteredString(64, 16, hilicol, va("%d", numlaps));
}
// Right hand side
if (battleprisons == true)
{
if (numtargets < maptargets)
{
V_DrawCenteredString(256, 8, 0, "PRISONS");
V_DrawCenteredString(256, 16, hilicol, va("%d", maptargets - numtargets));
}
}
else if (!timedone && (gametyperules & GTR_TIMELIMIT) && timelimitintics > 0)
{
UINT32 timeval = (timelimitintics + starttime + 1 - leveltime);
if (timeval > timelimitintics+1)
timeval = timelimitintics+1;
timeval /= TICRATE;
if (leveltime <= (timelimitintics + starttime))
{
V_DrawCenteredString(256, 8, 0, "TIME LEFT");
V_DrawCenteredString(256, 16, hilicol, va("%u", timeval));
}
// overtime
if (!players[consoleplayer].exiting && (leveltime > (timelimitintics + starttime + TICRATE/2)) && cv_overtime.value)
{
V_DrawCenteredString(256, 8, 0, "TIME LEFT");
V_DrawCenteredString(256, 16, hilicol, "OVERTIME");
}
}
else if (!pointsdone && (gametyperules & GTR_POINTLIMIT) && g_pointlimit > 0)
{
V_DrawCenteredString(256, 8, 0, "POINT LIMIT");
V_DrawCenteredString(256, 16, hilicol, va("%d", g_pointlimit));
}
else if (gametyperules & GTR_CIRCUIT)
{
V_DrawCenteredString(256, 8, 0, "GAME SPEED");
V_DrawCenteredString(256, 16, hilicol, kartspeed_cons_t[1+gamespeed].strvalue);
}
// When you play, you quickly see your score because your name is displayed in white.
// When playing back a demo, you quickly see who's the view.
if (!r_splitscreen)
whiteplayer = demo.playback ? displayplayers[0] : 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 = NULL;
tab[i].count = INT32_MAX;
if (!playeringame[i] || players[i].spectator || !players[i].mo)
continue;
numplayersingame++;
}
for (j = 0; j < numplayersingame; j++)
{
UINT8 lowestposition = MAXPLAYERS+1;
for (i = 0; i < MAXPLAYERS; i++)
{
if (completed[i] || !playeringame[i] || players[i].spectator || !players[i].mo)
continue;
if (players[i].position >= lowestposition)
continue;
tab[scorelines].num = i;
lowestposition = players[i].position;
}
i = tab[scorelines].num;
completed[i] = true;
tab[scorelines].name = player_names[i];
if ((gametyperules & GTR_CIRCUIT))
{
tab[scorelines].count = players[i].laps;
}
else
{
tab[scorelines].count = players[i].roundscore;
}
scorelines++;
#if MAXPLAYERS > 16
if (scorelines > 16)
break; //dont draw past bottom of screen, show the best only
#endif
}
K_DrawTabRankings(((scorelines > 8) ? 32 : 40), 33, tab, scorelines, whiteplayer, hilicol);
// draw spectators in a ticker across the bottom
if (netgame && G_GametypeHasSpectators())
HU_DrawSpectatorTicker();
}
// 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;
}
// Simply set the timer to 0 to clear it.
// No need to bother clearing the buffer or anything.
void HU_ClearTitlecardCEcho(void)
{
tcechotimer = 0;
}
// Similar but for titlecard CEcho and also way less convoluted because I have no clue whatever the fuck they were trying above.
void HU_DoTitlecardCEcho(const char *msg)
{
I_OutputMsg("%s\n", msg); // print to log
strncpy(tcechotext, msg, sizeof(tcechotext));
strncat(tcechotext, "\\", sizeof(tcechotext) - strlen(tcechotext) - 1);
tcechotext[sizeof(tcechotext) - 1] = '\0';
tcechotimer = 1;
tcechoduration = TICRATE*6 + strlen(tcechotext);
}