RingRacers/src/hu_stuff.c
toaster 243f38227c Rework time limit a bit
- Make timelimitintics handled a bit more like gamespeed, encore, frantic, etc - update on mapload/starttime, not during gameplay
    - Use default setting if can't change rules - this is a surprise tool that will help us later
- Have it properly update when adjusting gametype from the menu
    - Cleaned up SV_StartSinglePlayerServer to do this
- Remove CV_SAVE to prevent time limit bruh moments
2022-10-11 23:00:44 +01:00

2551 lines
62 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" // gametype_cons_t
#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_boss.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;
// 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 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(&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;
patch_t *patch;
va_start (ap, format);
vsnprintf(buffer, sizeof buffer, format, ap);
va_end (ap);
if (user && p_adding_file != INT16_MAX)
{
lump = W_CheckNumForNamePwad(buffer, p_adding_file, 0);
/* no update in this wad */
if (lump == INT16_MAX)
return *user;
lump |= (p_adding_file << 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
}
//
//
static 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)
{
char *str = va("\x1F"" %s", cursongcredit.def->source);
INT32 len = V_ThinStringWidth(str, 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)
{
if (dedicated)
return;
hu_tick++;
hu_tick &= 7; // currently only to blink chat input cursor
/*
if (PlayerInputDown(1, gc_scores))
hu_showscores = !chat_on;
else
hu_showscores = 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 (gamestate != GS_LEVEL)
{
return;
}
resynch_ticker++;
HU_TickSongCredits();
}
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], pastelen);
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++;
}
}
//
// 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)
{
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, "--'--\"--");
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)
{
char *str;
fixed_t x;
fixed_t y = (r_splitscreen ? (BASEVIDHEIGHT/2)-4 : 32) * FRACUNIT;
INT32 bgt;
if (!cursongcredit.def) // No def
{
return;
}
str = va("\x1F"" %s", cursongcredit.def->source);
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);
}
if (cursongcredit.trans < NUMTRANSMAPS)
{
V_DrawRightAlignedThinStringAtFixed(x, y, V_ALLOWLOWERCASE|V_6WIDTHSPACE|V_SNAPTOLEFT|(cursongcredit.trans<<V_ALPHASHIFT), str);
}
}
// Heads up displays drawer, call each frame
//
void HU_Drawer(void)
{
if (cv_vhseffect.value && (paused || (demo.playback && cv_playbackspeed.value > 1)))
V_DrawVhsEffect(demo.rewinding);
// draw chat string plus cursor
if (chat_on)
{
if (!OLDCHAT)
HU_DrawChat();
else
HU_DrawChat_Old();
}
else
{
typelines = 1;
chat_scrolltime = 0;
if (!OLDCHAT && cv_consolechat.value < 2 && netgame) // Don't display minimized chat if you set the mode to Window (Hidden)
HU_drawMiniChat(); // draw messages in a cool fashion.
}
if (cechotimer)
HU_DrawCEcho();
if (!( Playing() || demo.playback )
|| gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION
|| gamestate == GS_ENDING || gamestate == GS_GAMEEND
|| gamestate == GS_VOTING || gamestate == GS_WAITINGPLAYERS) // SRB2kart
return;
// 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 (gamestate != GS_LEVEL)
return;
// draw song credits
if (cv_songcredits.value && !( hu_showscores && (netgame || multiplayer) ))
HU_DrawSongCredits();
// 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);
}
if (modeattacking && pausedelay > 0 && !pausebreakkey)
{
INT32 strength = ((pausedelay - 1 - NEWTICRATE/2)*10)/(NEWTICRATE/3);
INT32 x = BASEVIDWIDTH/2, y = BASEVIDHEIGHT/2; // obviously incorrect values while we scrap hudinfo
V_DrawThinString(x, y,
((leveltime & 4) ? V_SKYMAP : V_BLUEMAP),
"HOLD TO RETRY...");
if (strength > 9)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0);
else if (strength > 0)
V_DrawFadeScreen(0, strength);
}
}
//======================================================================
// HUD MESSAGES CLEARING FROM SCREEN
//======================================================================
// Clear old messages from the borders around the view window
// (only for reduced view, refresh the borders when needed)
//
// startline: y coord to start clear,
// clearlines: how many lines to clear.
//
static INT32 oldclearlines;
void HU_Erase(void)
{
INT32 topline, bottomline;
INT32 y, yoffset;
#ifdef HWRENDER
// clear hud msgs on double buffer (OpenGL mode)
boolean secondframe;
static INT32 secondframelines;
#endif
if (con_clearlines == oldclearlines && !con_hudupdate && !chat_on)
return;
#ifdef HWRENDER
// clear the other frame in double-buffer modes
secondframe = (con_clearlines != oldclearlines);
if (secondframe)
secondframelines = oldclearlines;
#endif
// clear the message lines that go away, so use _oldclearlines_
bottomline = oldclearlines;
oldclearlines = con_clearlines;
if (chat_on && OLDCHAT)
if (bottomline < 8)
bottomline = 8; // only do it for consolechat. consolechat is gay.
if (automapactive || viewwindowx == 0) // hud msgs don't need to be cleared
return;
// software mode copies view border pattern & beveled edges from the backbuffer
if (rendermode == render_soft)
{
topline = 0;
for (y = topline, yoffset = y*vid.width; y < bottomline; y++, yoffset += vid.width)
{
if (y < viewwindowy || y >= viewwindowy + viewheight)
R_VideoErase(yoffset, vid.width); // erase entire line
else
{
R_VideoErase(yoffset, viewwindowx); // erase left border
// erase right border
R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx);
}
}
con_hudupdate = false; // if it was set..
}
#ifdef HWRENDER
else if (rendermode != render_none)
{
// refresh just what is needed from the view borders
HWR_DrawViewBorder(secondframelines);
con_hudupdate = secondframe;
}
#endif
}
//======================================================================
// IN-LEVEL MULTIPLAYER RANKINGS
//======================================================================
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, hilicol, numplayersingame = 0;
boolean completed[MAXPLAYERS];
UINT32 whiteplayer = MAXPLAYERS;
V_DrawFadeScreen(0xFF00, 16); // A little more readable, and prevents cheating the fades under other circumstances.
if (modeattacking)
hilicol = V_ORANGEMAP;
else
hilicol = ((gametype == GT_RACE) ? V_SKYMAP : V_REDMAP);
// draw the current gametype in the lower right
if (modeattacking)
V_DrawString(4, 188, hilicol|V_SNAPTOBOTTOM|V_SNAPTOLEFT, "Record Attack");
else
V_DrawString(4, 188, hilicol|V_SNAPTOBOTTOM|V_SNAPTOLEFT, Gametype_Names[gametype]);
if ((gametyperules & (GTR_TIMELIMIT|GTR_POINTLIMIT)) && !bossinfo.boss)
{
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");
}
}
if ((gametyperules & GTR_POINTLIMIT) && cv_pointlimit.value > 0)
{
V_DrawCenteredString(256, 8, 0, "POINT LIMIT");
V_DrawCenteredString(256, 16, hilicol, va("%d", cv_pointlimit.value));
}
}
else
{
if (circuitmap)
{
V_DrawCenteredString(64, 8, 0, "LAP COUNT");
V_DrawCenteredString(64, 16, hilicol, va("%d", numlaps));
}
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))
{
if (circuitmap)
tab[scorelines].count = players[i].laps;
else
tab[scorelines].count = players[i].realtime;
}
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;
}