diff --git a/debian/rules b/debian/rules index 02e3dc78ece7f4579f974ec22542f8661b10cde7..ff80d50bf2f2f881937f42d607d370b31b85e668 100755 --- a/debian/rules +++ b/debian/rules @@ -59,6 +59,7 @@ DBGNAME = debug/$(EXENAME) PKGDIR = usr/games/SRB2 DBGDIR = usr/lib/debug/$(PKGDIR) +LINKDIR = usr/games PIXMAPS_DIR = usr/share/pixmaps DESKTOP_DIR = usr/share/applications PREFIX = $(shell test "$(CROSS_COMPILE_BUILD)" != "$(CROSS_COMPILE_HOST)" && echo "PREFIX=$(CROSS_COMPILE_HOST)") @@ -133,7 +134,7 @@ binary-arch: # dh_installcron # dh_installinfo # dh_installman - # dh_link + dh_link $(PKGDIR)/$(EXENAME) $(LINKDIR)/$(EXENAME) dh_compress dh_fixperms # dh_perl diff --git a/src/console.c b/src/console.c index 2c148bc69c6361b510814ec728348710954f8a76..660a57e4586c374498b09bf05b840ce6d9ac13bc 100644 --- a/src/console.c +++ b/src/console.c @@ -131,11 +131,16 @@ static CV_PossibleValue_t backpic_cons_t[] = {{0, "translucent"}, {1, "picture"} // whether to use console background picture, or translucent mode static consvar_t cons_backpic = {"con_backpic", "translucent", CV_SAVE, backpic_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; -static CV_PossibleValue_t backcolor_cons_t[] = {{0, "White"}, {1, "Gray"}, {2, "Brown"}, - {3, "Red"}, {4, "Orange"}, {5, "Yellow"}, - {6, "Green"}, {7, "Blue"}, {8, "Cyan"}, +static CV_PossibleValue_t backcolor_cons_t[] = {{0, "White"}, {1, "Black"}, {2, "Sepia"}, + {3, "Brown"}, {4, "Pink"}, {5, "Raspberry"}, + {6, "Red"}, {7, "Creamsicle"}, {8, "Orange"}, + {9, "Gold"}, {10,"Yellow"}, {11,"Emerald"}, + {12,"Green"}, {13,"Cyan"}, {14,"Steel"}, + {15,"Periwinkle"}, {16,"Blue"}, {17,"Purple"}, + {18,"Lavender"}, {0, NULL}}; -consvar_t cons_backcolor = {"con_backcolor", "Green", CV_CALL|CV_SAVE, backcolor_cons_t, CONS_backcolor_Change, 0, NULL, NULL, 0, 0, NULL}; + +consvar_t cons_backcolor = {"con_backcolor", "Black", CV_CALL|CV_SAVE, backcolor_cons_t, CONS_backcolor_Change, 0, NULL, NULL, 0, 0, NULL}; static void CON_Print(char *msg); @@ -241,29 +246,41 @@ void CON_SetupBackColormap(void) UINT16 i, palsum; UINT8 j, palindex; UINT8 *pal = W_CacheLumpName(GetPalette(), PU_CACHE); + INT32 shift = 6; if (!consolebgmap) consolebgmap = (UINT8 *)Z_Malloc(256, PU_STATIC, NULL); switch (cons_backcolor.value) { - case 0: palindex = 15; break; // White - case 1: palindex = 31; break; // Gray - case 2: palindex = 63; break; // Brown - case 3: palindex = 143; break; // Red - case 4: palindex = 95; break; // Orange - case 5: palindex = 111; break; // Yellow - case 6: palindex = 175; break; // Green - case 7: palindex = 239; break; // Blue - case 8: palindex = 219; break; // Cyan + case 0: palindex = 15; break; // White + case 1: palindex = 31; break; // Gray + case 2: palindex = 47; break; // Sepia + case 3: palindex = 63; break; // Brown + case 4: palindex = 150; shift = 7; break; // Pink + case 5: palindex = 127; shift = 7; break; // Raspberry + case 6: palindex = 143; break; // Red + case 7: palindex = 86; shift = 7; break; // Creamsicle + case 8: palindex = 95; break; // Orange + case 9: palindex = 119; shift = 7; break; // Gold + case 10: palindex = 111; break; // Yellow + case 11: palindex = 191; shift = 7; break; // Emerald + case 12: palindex = 175; break; // Green + case 13: palindex = 219; break; // Cyan + case 14: palindex = 207; shift = 7; break; // Steel + case 15: palindex = 230; shift = 7; break; // Periwinkle + case 16: palindex = 239; break; // Blue + case 17: palindex = 199; shift = 7; break; // Purple + case 18: palindex = 255; shift = 7; break; // Lavender // Default green default: palindex = 175; break; + } // setup background colormap for (i = 0, j = 0; i < 768; i += 3, j++) { - palsum = (pal[i] + pal[i+1] + pal[i+2]) >> 6; + palsum = (pal[i] + pal[i+1] + pal[i+2]) >> shift; consolebgmap[j] = (UINT8)(palindex - palsum); } } @@ -842,7 +859,7 @@ boolean CON_Responder(event_t *ev) // ...why shouldn't it eat the key? if it doesn't, it just means you // can control Sonic from the console, which is silly - return true; //return false; + return true;//return false; } // command completion forward (tab) and backward (shift-tab) @@ -1036,15 +1053,30 @@ boolean CON_Responder(event_t *ev) else if (key == KEY_KPADSLASH) key = '/'; - if (shiftdown) + // capslock + if (key == KEY_CAPSLOCK) // it's a toggle. + { + if (capslock) + capslock = false; + else + capslock = true; + return true; + } + + if (key >= 'a' && key <= 'z') + { + if (capslock ^ shiftdown) + key = shiftxform[key]; + } + else if (shiftdown) key = shiftxform[key]; // enter a char into the command prompt if (key < 32 || key > 127) - return true; // even if key can't be printed, eat it anyway + return true; // add key to cmd line here - if (key >= 'A' && key <= 'Z' && !shiftdown) //this is only really necessary for dedicated servers + if (key >= 'A' && key <= 'Z' && !(shiftdown ^ capslock)) //this is only really necessary for dedicated servers key = key + 'a' - 'A'; if (input_sel != input_cur) @@ -1422,8 +1454,8 @@ static void CON_DrawHudlines(void) if (con_hudlines <= 0) return; - if (chat_on) - y = charheight; // leave place for chat input in the first row of text + if (chat_on && OLDCHAT) + y = charheight; // leave place for chat input in the first row of text (only do it if consolechat is on.) else y = 0; diff --git a/src/d_clisrv.c b/src/d_clisrv.c index cd8367af874b0318783017668eb55fec628dd03c..8477aac3e56d91d2376ff0d1119f2af4fe5512f1 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -2779,17 +2779,17 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum) switch (msg) { case KICK_MSG_GO_AWAY: - CONS_Printf(M_GetText("has been kicked (Go away)\n")); + HU_AddChatText(va("\x82*%s has been kicked (Go away)", player_names[pnum]), false); kickreason = KR_KICK; break; #ifdef NEWPING case KICK_MSG_PING_HIGH: - CONS_Printf(M_GetText("left the game (Broke ping limit)\n")); + HU_AddChatText(va("\x82*%s left the game (Broke ping limit)", player_names[pnum]), false); kickreason = KR_PINGLIMIT; break; #endif case KICK_MSG_CON_FAIL: - CONS_Printf(M_GetText("left the game (Synch failure)\n")); + HU_AddChatText(va("\x82*%s left the game (Synch Failure)", player_names[pnum]), false); kickreason = KR_SYNCH; if (M_CheckParm("-consisdump")) // Helps debugging some problems @@ -2826,26 +2826,26 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum) } break; case KICK_MSG_TIMEOUT: - CONS_Printf(M_GetText("left the game (Connection timeout)\n")); + HU_AddChatText(va("\x82*%s left the game (Connection timeout)", player_names[pnum]), false); kickreason = KR_TIMEOUT; break; case KICK_MSG_PLAYER_QUIT: if (netgame) // not splitscreen/bots - CONS_Printf(M_GetText("left the game\n")); + HU_AddChatText(va("\x82*%s left the game", player_names[pnum]), false); kickreason = KR_LEAVE; break; case KICK_MSG_BANNED: - CONS_Printf(M_GetText("has been banned (Don't come back)\n")); + HU_AddChatText(va("\x82*%s has been banned (Don't come back)", player_names[pnum]), false); kickreason = KR_BAN; break; case KICK_MSG_CUSTOM_KICK: READSTRINGN(*p, reason, MAX_REASONLENGTH+1); - CONS_Printf(M_GetText("has been kicked (%s)\n"), reason); + HU_AddChatText(va("\x82*%s has been kicked (%s)", player_names[pnum], reason), false); kickreason = KR_KICK; break; case KICK_MSG_CUSTOM_BAN: READSTRINGN(*p, reason, MAX_REASONLENGTH+1); - CONS_Printf(M_GetText("has been banned (%s)\n"), reason); + HU_AddChatText(va("\x82*%s has been banned (%s)", player_names[pnum], reason), false); kickreason = KR_BAN; break; } @@ -3143,11 +3143,17 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum) D_SendPlayerConfig(); addedtogame = true; } - else if (server && netgame && cv_showjoinaddress.value) + + if (netgame) { - const char *address; - if (I_GetNodeAddress && (address = I_GetNodeAddress(node)) != NULL) - CONS_Printf(M_GetText("Player Address is %s\n"), address); + if (server && cv_showjoinaddress.value) + { + const char *address; + if (I_GetNodeAddress && (address = I_GetNodeAddress(node)) != NULL) + HU_AddChatText(va("\x82*Player %d has joined the game (node %d) (%s)", newplayernum+1, node, address), false); // merge join notification + IP to avoid clogging console/chat. + } + else + HU_AddChatText(va("\x82*Player %d has joined the game (node %d)", newplayernum+1, node), false); // if you don't wanna see the join address. } if (server && multiplayer && motd[0] != '\0') diff --git a/src/d_main.c b/src/d_main.c index 23835136ac0c3867a23a7e2c6bf8d5ee514c5e6f..906906e52b498d1a0a503454bade266f0b6aa105 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -178,6 +178,7 @@ void D_PostEvent_end(void) {}; UINT8 shiftdown = 0; // 0x1 left, 0x2 right UINT8 ctrldown = 0; // 0x1 left, 0x2 right UINT8 altdown = 0; // 0x1 left, 0x2 right +boolean capslock = 0; // gee i wonder what this does. // // D_ModifierKeyResponder // Sets global shift/ctrl/alt variables, never actually eats events diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 8abfb8709e140e6bf4f7441bc89b15b66c8143d9..3ed50e0b05fe0017c8912ba6d9265527722686b4 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -582,6 +582,7 @@ void D_RegisterServerCommands(void) */ void D_RegisterClientCommands(void) { + const char *username; INT32 i; for (i = 0; i < MAXSKINCOLORS; i++) @@ -638,6 +639,8 @@ void D_RegisterClientCommands(void) #endif // register these so it is saved to config + if ((username = I_GetUserName())) + cv_playername.defaultvalue = username; CV_RegisterVar(&cv_playername); CV_RegisterVar(&cv_playercolor); CV_RegisterVar(&cv_skin); // r_things.c (skin NAME) @@ -673,6 +676,14 @@ void D_RegisterClientCommands(void) CV_RegisterVar(&cv_usegamma); // m_menu.c + CV_RegisterVar(&cv_compactscoreboard); + CV_RegisterVar(&cv_chatheight); + CV_RegisterVar(&cv_chatwidth); + CV_RegisterVar(&cv_chattime); + CV_RegisterVar(&cv_chatspamprotection); + CV_RegisterVar(&cv_chatbacktint); + CV_RegisterVar(&cv_consolechat); + CV_RegisterVar(&cv_chatnotifications); CV_RegisterVar(&cv_crosshair); CV_RegisterVar(&cv_crosshair2); CV_RegisterVar(&cv_alwaysfreelook); @@ -984,8 +995,8 @@ static void SetPlayerName(INT32 playernum, char *newname) if (strcasecmp(newname, player_names[playernum]) != 0) { if (netgame) - CONS_Printf(M_GetText("%s renamed to %s\n"), - player_names[playernum], newname); + HU_AddChatText(va("\x82*%s renamed to %s", player_names[playernum], newname), false); + strcpy(player_names[playernum], newname); } } diff --git a/src/dehacked.c b/src/dehacked.c index db1d6eed83ea45bcdca60625a15c6662011ad619..f9655cce38f34a0a11861b97b516175c8a333808 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -8320,7 +8320,6 @@ static inline int lib_getenum(lua_State *L) lua_pushinteger(L, token); return 1; } - return 0; } diff --git a/src/doomdef.h b/src/doomdef.h index 796221c91802d4051e1c04a61f50374abc1a0c04..02bca727457af68d531f71a634afc784b6bc8e69 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -396,6 +396,7 @@ extern INT32 cv_debug; // Modifier key variables, accessible anywhere extern UINT8 shiftdown, ctrldown, altdown; +extern boolean capslock; // if we ever make our alloc stuff... #define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL) diff --git a/src/g_game.c b/src/g_game.c index 5cc78d4b69029ff74ee598422a890d36c0e6cc01..1c37b3b7182cc38e5eeaeb42fa9b017caabf708a 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -347,6 +347,37 @@ static CV_PossibleValue_t joyaxis_cons_t[] = {{0, "None"}, #endif #endif +// don't mind me putting these here, I was lazy to figure out where else I could put those without blowing up the compiler. + +// it automatically becomes compact with 20+ players, but if you like it, I guess you can turn that on! +consvar_t cv_compactscoreboard= {"compactscoreboard", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +// chat timer thingy +static CV_PossibleValue_t chattime_cons_t[] = {{5, "MIN"}, {999, "MAX"}, {0, NULL}}; +consvar_t cv_chattime = {"chattime", "8", CV_SAVE, chattime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; + +// chatwidth +static CV_PossibleValue_t chatwidth_cons_t[] = {{64, "MIN"}, {150, "MAX"}, {0, NULL}}; +consvar_t cv_chatwidth = {"chatwidth", "128", CV_SAVE, chatwidth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; + +// chatheight +static CV_PossibleValue_t chatheight_cons_t[] = {{6, "MIN"}, {22, "MAX"}, {0, NULL}}; +consvar_t cv_chatheight= {"chatheight", "8", CV_SAVE, chatheight_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; + +// chat notifications (do you want to hear beeps? I'd understand if you didn't.) +consvar_t cv_chatnotifications= {"chatnotifications", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +// chat spam protection (why would you want to disable that???) +consvar_t cv_chatspamprotection= {"chatspamprotection", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +// minichat text background +consvar_t cv_chatbacktint = {"chatbacktint", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +// old shit console chat. (mostly exists for stuff like terminal, not because I cared if anyone liked the old chat.) +static CV_PossibleValue_t consolechat_cons_t[] = {{0, "Window"}, {1, "Console"}, {2, "Window (Hidden)"}, {0, NULL}}; +consvar_t cv_consolechat = {"chatmode", "Window", CV_SAVE, consolechat_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; + + consvar_t cv_crosshair = {"crosshair", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_crosshair2 = {"crosshair2", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_invertmouse = {"invertmouse", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -3630,8 +3661,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean unlocktriggers = 0; // clear itemfinder, just in case - if (!dedicated) // except in dedicated servers, where it is not registered and can actually I_Error debug builds - CV_StealthSetValue(&cv_itemfinder, 0); + CV_StealthSetValue(&cv_itemfinder, 0); } // internal game map diff --git a/src/g_game.h b/src/g_game.h index 891e7b3ee4426b3dde2c2df4268deb1b1fdc6177..46a5bbb3f3dc83bfc034ba8045b1511b2cf413e2 100644 --- a/src/g_game.h +++ b/src/g_game.h @@ -54,6 +54,7 @@ extern tic_t timeinmap; // Ticker for time spent in level (used for levelcard di extern INT16 rw_maximums[NUM_WEAPONS]; // used in game menu +extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard; extern consvar_t cv_crosshair, cv_crosshair2; extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_chasefreelook, cv_mousemove; extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_chasefreelook2, cv_mousemove2; diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index 75523f3d2cfd5efceab6e46a85527f4d332b5c55..d3d237c438d89f3d9c162d9ecd58fc7e174377b3 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -802,6 +802,110 @@ void HWR_drawAMline(const fline_t *fl, INT32 color) HWD.pfnDraw2DLine(&v1, &v2, color_rgba); } +// -------------------+ +// HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that. +// -------------------+ +void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options) +{ + FOutVector v[4]; + FSurfaceInfo Surf; + float fx, fy, fw, fh; + + if (w < 0 || h < 0) + return; // consistency w/ software + +// 3--2 +// | /| +// |/ | +// 0--1 + + fx = (float)x; + fy = (float)y; + fw = (float)w; + fh = (float)h; + + if (!(options & V_NOSCALESTART)) + { + float dupx = (float)vid.dupx, dupy = (float)vid.dupy; + + if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) + { + RGBA_t rgbaColour = V_GetColor(color); + FRGBAFloat clearColour; + clearColour.red = (float)rgbaColour.s.red / 255; + clearColour.green = (float)rgbaColour.s.green / 255; + clearColour.blue = (float)rgbaColour.s.blue / 255; + clearColour.alpha = 1; + HWD.pfnClearBuffer(true, false, &clearColour); + return; + } + + fx *= dupx; + fy *= dupy; + fw *= dupx; + fh *= dupy; + + if (fabsf((float)vid.width - ((float)BASEVIDWIDTH * dupx)) > 1.0E-36f) + { + if (options & V_SNAPTORIGHT) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); + else if (!(options & V_SNAPTOLEFT)) + fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; + } + if (fabsf((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) > 1.0E-36f) + { + // same thing here + if (options & V_SNAPTOBOTTOM) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); + else if (!(options & V_SNAPTOTOP)) + fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; + } + } + + if (fx >= vid.width || fy >= vid.height) + return; + if (fx < 0) + { + fw += fx; + fx = 0; + } + if (fy < 0) + { + fh += fy; + fy = 0; + } + + if (fw <= 0 || fh <= 0) + return; + if (fx + fw > vid.width) + fw = (float)vid.width - fx; + if (fy + fh > vid.height) + fh = (float)vid.height - fy; + + fx = -1 + fx / (vid.width / 2); + fy = 1 - fy / (vid.height / 2); + fw = fw / (vid.width / 2); + fh = fh / (vid.height / 2); + + v[0].x = v[3].x = fx; + v[2].x = v[1].x = fx + fw; + v[0].y = v[1].y = fy; + v[2].y = v[3].y = fy - fh; + + //Hurdler: do we still use this argb color? if not, we should remove it + v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; + v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; + + v[0].sow = v[3].sow = 0.0f; + v[2].sow = v[1].sow = 1.0f; + v[0].tow = v[1].tow = 0.0f; + v[2].tow = v[3].tow = 1.0f; + + Surf.FlatColor.rgba = UINT2RGBA(color); + Surf.FlatColor.s.alpha = 0x80; + + HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); +} // -----------------+ // HWR_DrawFill : draw flat coloured rectangle, with no texture diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index b0a14d3b58640b3d43ec10e91cb5de75b1f70a93..a03be132a1fcbfc9aab72d2b45225fbf366fd09b 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -52,6 +52,7 @@ void HWR_CreatePlanePolygons(INT32 bspnum); void HWR_CreateStaticLightmaps(INT32 bspnum); void HWR_PrepLevelCache(size_t pnumtextures); void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color); +void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right. void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum); void HWR_AddCommands(void); diff --git a/src/hu_stuff.c b/src/hu_stuff.c index c6f95613fb6c99c6b5c1a0db3598972ad2fbf388..5941c68dca890d70cbbe9174949af61260e115a9 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -73,6 +73,7 @@ patch_t *cred_font[CRED_FONTSIZE]; static player_t *plr; boolean chat_on; // entering a chat message? static char w_chat[HU_MAXMSGLEN]; +static size_t c_input = 0; // let's try to make the chat input less shitty. static boolean headsupactive = false; boolean hu_showscores; // draw rankings static char hu_tick; @@ -319,6 +320,81 @@ void HU_Start(void) //====================================================================== #ifndef NONET + +// 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. @@ -337,6 +413,8 @@ void HU_Start(void) * \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) { XBOXSTATIC char buf[254]; @@ -347,14 +425,14 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags) numwords = COM_Argc() - usedargs; I_Assert(numwords > 0); - if (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) + if (CHAT_MUTE) // TODO: Per Player mute. { - CONS_Alert(CONS_NOTICE, M_GetText("The chat is muted. You can't say anything at the moment.\n")); + HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false); return; } // Only servers/admins can CSAY. - if(!server && IsPlayerAdmin(consoleplayer)) + if(!server && !(IsPlayerAdmin(consoleplayer))) flags &= ~HU_CSAY; // We handle HU_SERVER_SAY, not the caller. @@ -373,6 +451,54 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags) strlcat(msg, COM_Argv(ix + usedargs), msgspace); } + if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm + { + // what we're gonna do now is check if the node exists + // with that logic, characters 4 and 5 are our numbers: + const char *newmsg; + char *nodenum = (char*) malloc(3); + INT32 spc = 1; // used if nodenum[1] is a space. + + strncpy(nodenum, msg+3, 3); + // check for undesirable characters in our "number" + if (((nodenum[0] < '0') || (nodenum[0] > '9')) || ((nodenum[1] < '0') || (nodenum[1] > '9'))) + { + // check if nodenum[1] is a space + if (nodenum[1] == ' ') + spc = 0; + // let it slide + else + { + HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false); + return; + } + } + // I'm very bad at C, I swear I am, additional checks eww! + if (spc != 0) + { + if (msg[5] != ' ') + { + HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false); + return; + } + } + + target = atoi((const char*) nodenum); // 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 (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; + memcpy(msg, newmsg, 252); + } + SendNetXCmd(XD_SAY, buf, strlen(msg) + 1 + msg-buf); } @@ -456,6 +582,7 @@ static void Command_CSay_f(void) DoSayCommand(0, 1, HU_CSAY); } +static tic_t stop_spamming_you_cunt[MAXPLAYERS]; /** Receives a message, processing an ::XD_SAY command. * \sa DoSayCommand @@ -469,6 +596,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) 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]); @@ -477,7 +605,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) msg = (char *)*p; SKIPSTRING(*p); - if ((cv_mute.value || flags & (HU_CSAY|HU_SERVER_SAY)) && playernum != serverplayer && !IsPlayerAdmin(playernum)) + if ((cv_mute.value || flags & (HU_CSAY|HU_SERVER_SAY)) && playernum != serverplayer && !(IsPlayerAdmin(playernum))) { CONS_Alert(CONS_WARNING, cv_mute.value ? M_GetText("Illegal say command received from %s while muted\n") : M_GetText("Illegal csay command received from non-admin %s\n"), @@ -515,11 +643,28 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) } } + // before we do anything, let's verify the guy isn't spamming, get this easier on us. + + //if (stop_spamming_you_cunt[playernum] != 0 && cv_chatspamprotection.value && !(flags & HU_CSAY)) + if (stop_spamming_you_cunt[playernum] != 0 && consoleplayer != playernum && cv_chatspamprotection.value && !(flags & HU_CSAY)) + { + CONS_Debug(DBG_NETPLAY,"Received SAY cmd too quickly from Player %d (%s), assuming as spam and blocking message.\n", playernum+1, player_names[playernum]); + stop_spamming_you_cunt[playernum] = 4; + spam_eatmsg = 1; + } + else + stop_spamming_you_cunt[playernum] = 4; // you can hold off for 4 tics, can you? + + // run the lua hook even if we were supposed to eat the msg, netgame consistency goes first. + #ifdef HAVE_BLUA - if (LUAh_PlayerMsg(playernum, target, flags, msg)) + if (LUAh_PlayerMsg(playernum, target, flags, msg, spam_eatmsg)) return; #endif + if (spam_eatmsg) + return; // don't proceed if we were supposed to eat the message. + // If it's a CSAY, just CECHO and be done with it. if (flags & HU_CSAY) { @@ -559,18 +704,56 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) || target == 0 // To everyone || consoleplayer == target-1) // To you { - const char *cstart = "", *cend = "", *adminchar = "~", *remotechar = "@", *fmt; + const char *prefix = "", *cstart = "", *cend = "", *adminchar = "\x82~\x83", *remotechar = "\x82@\x83", *fmt2, *textcolor = "\x80"; char *tempchar = NULL; - // In CTF and team match, color the player's name. - if (G_GametypeHasTeams()) + // player is a spectator? + if (players[playernum].spectator) + { + cstart = "\x86"; // grey name + textcolor = "\x86"; + } + else if (target == -1) // say team { - cend = "\x80"; if (players[playernum].ctfteam == 1) // red + { cstart = "\x85"; - else if (players[playernum].ctfteam == 2) // blue + textcolor = "\x85"; + } + else // blue + { cstart = "\x84"; + textcolor = "\x84"; + } } + else + { + const UINT8 color = players[playernum].skincolor; + + cstart = "\x83"; + + if (color <= SKINCOLOR_SILVER) + cstart = "\x80"; // White + else if (color <= SKINCOLOR_BLACK) + cstart = "\x86"; // Grey + else if (color <= SKINCOLOR_BLUE) + cstart = "\x84"; // Blue + else if (color <= SKINCOLOR_PEACH) + cstart = "\x87"; //... Orange??? + else if (color == SKINCOLOR_PINK) + cstart = "\x85"; // Red. + else if (color <= SKINCOLOR_PURPLE) + cstart = "\x81"; // Purple + else if (color <= SKINCOLOR_ROSEWOOD) + cstart = "\x87"; // Orange + else if (color <= SKINCOLOR_DARKRED) + cstart = "\x85"; // Red + else if (color <= SKINCOLOR_OLIVE) + cstart = "\x83"; // green + else if (color <= SKINCOLOR_GOLD) + cstart = "\x82"; // Yellow + } + prefix = cstart; // Give admins and remote admins their symbols. if (playernum == serverplayer) @@ -579,11 +762,11 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(remotechar) + 1, PU_STATIC, NULL); if (tempchar) { - strcat(tempchar, cstart); if (playernum == serverplayer) strcat(tempchar, adminchar); else strcat(tempchar, remotechar); + strcat(tempchar, cstart); cstart = tempchar; } @@ -592,21 +775,39 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) // name, color end, and the message itself. // '\4' makes the message yellow and beeps; '\3' just beeps. if (action) - fmt = "\4* %s%s%s \x82%s\n"; - else if (target == 0) // To everyone - fmt = "\3<%s%s%s> %s\n"; + fmt2 = "* %s%s%s%s \x82%s%s"; else if (target-1 == consoleplayer) // To you - fmt = "\3*%s%s%s* %s\n"; + { + 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]; - fmt = "\3->*%s%s%s* %s\n"; + prefix = "\x82[TO]"; + cstart = "\x82"; + fmt2 = "%s<%s%s>%s\x80 %s%s"; + } + else if (target == 0) // To everyone + fmt2 = "%s<%s%s%s>\x80 %s%s"; else // To your team - fmt = "\3>>%s%s%s<< (team) %s\n"; + { + if (players[playernum].ctfteam == 1) // red + prefix = "\x85[TEAM]"; + else if (players[playernum].ctfteam == 2) // blue + prefix = "\x84[TEAM]"; + else + prefix = "\x83"; // makes sure this doesn't implode if you sayteam on non-team gamemodes + + fmt2 = "%s<%s%s>\x80%s %s%s"; + } + + HU_AddChatText(va(fmt2, prefix, cstart, dispname, cend, textcolor, msg), cv_chatnotifications.value); // add to chat - CONS_Printf(fmt, cstart, dispname, cend, msg); if (tempchar) Z_Free(tempchar); } @@ -633,19 +834,50 @@ static inline boolean HU_keyInChatString(char *s, char ch) l = strlen(s); if (l < HU_MAXMSGLEN - 1) { - s[l++] = ch; - s[l]=0; + if (c_input >= strlen(s)) // don't do anything complicated + { + s[l++] = ch; + s[l]=0; + } + else + { + + // move everything past c_input for new characters: + size_t m = HU_MAXMSGLEN-1; + for (;(m>=c_input);m--) + { + if (s[m]) + s[m+1] = (s[m]); + } + s[c_input] = ch; // and replace this. + } + c_input++; return true; } return false; } else if (ch == KEY_BACKSPACE) { - l = strlen(s); - if (l) - s[--l] = 0; - else + size_t i = c_input; + + if (c_input <= 0) + return false; + + if (!s[i-1]) + return false; + + if (i >= strlen(s)-1) + { + s[strlen(s)-1] = 0; + c_input--; return false; + } + + for (; (i < HU_MAXMSGLEN); i++) + { + s[i-1] = s[i]; + } + c_input--; } else if (ch != KEY_ENTER) return false; // did not eat key @@ -669,29 +901,10 @@ void HU_Ticker(void) hu_showscores = false; } -#define QUEUESIZE 256 - static boolean teamtalk = false; -static char chatchars[QUEUESIZE]; -static INT32 head = 0, tail = 0; - -// -// HU_dequeueChatChar -// -char HU_dequeueChatChar(void) -{ - char c; - - if (head != tail) - { - c = chatchars[tail]; - tail = (tail + 1) & (QUEUESIZE-1); - } - else - c = 0; - - return c; -} +/*static char chatchars[QUEUESIZE]; +static INT32 head = 0, tail = 0;*/ +// WHY DO YOU OVERCOMPLICATE EVERYTHING????????? // // @@ -701,131 +914,839 @@ static void HU_queueChatChar(char c) if (c == KEY_ENTER) { char buf[2+256]; + char *msg = &buf[2]; + size_t i = 0; size_t ci = 2; + INT32 target = 0; do { - c = HU_dequeueChatChar(); + c = w_chat[-2+ci++]; if (!c || (c >= ' ' && !(c & 0x80))) // copy printable characters and terminating '\0' only. - buf[ci++]=c; + buf[ci-1]=c; } while (c); + for (;(i<HU_MAXMSGLEN);i++) + w_chat[i] = 0; // reset this. + + c_input = 0; + // last minute mute check - if (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) + if (CHAT_MUTE) { - CONS_Alert(CONS_NOTICE, M_GetText("The chat is muted. You can't say anything at the moment.\n")); + HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false); return; } + if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm + { + INT32 spc = 1; // used if nodenum[1] is a space. + char *nodenum = (char*) malloc(3); + const char *newmsg = msg+5+spc; + + // what we're gonna do now is check if the node exists + // with that logic, characters 4 and 5 are our numbers: + + // teamtalk can't send PMs, just don't send it, else everyone would be able to see it, and no one wants to see your sex RP sicko. + if (teamtalk) + { + HU_AddChatText(va("%sCannot send sayto in Say-Team.", "\x85"), false); + return; + } + + strncpy(nodenum, msg+3, 3); + // check for undesirable characters in our "number" + if (((nodenum[0] < '0') || (nodenum[0] > '9')) || ((nodenum[1] < '0') || (nodenum[1] > '9'))) + { + // check if nodenum[1] is a space + if (nodenum[1] == ' ') + spc = 0; + // let it slide + else + { + HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false); + return; + } + } + // I'm very bad at C, I swear I am, additional checks eww! + if (spc != 0) + { + if (msg[5] != ' ') + { + HU_AddChatText("\x82NOTICE: \x80Invalid command format. Correct format is \'/pm<node> \'.", false); + return; + } + } + + target = atoi((const char*) nodenum); // 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 (playeringame[target]) // player exists + target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work! + else + { + HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same + return; + } + + // we need to get rid of the /pm<node> + memcpy(msg, newmsg, 255); + } if (ci > 3) // don't send target+flags+empty message. { if (teamtalk) buf[0] = -1; // target else - buf[0] = 0; // target + buf[0] = target; + buf[1] = 0; // flags SendNetXCmd(XD_SAY, buf, 2 + strlen(&buf[2]) + 1); } return; } - - if (((head + 1) & (QUEUESIZE-1)) == tail) - CONS_Printf(M_GetText("[Message unsent]\n")); // message not sent - else - { - if (c == KEY_BACKSPACE) - { - if (tail != head) - head = (head - 1) & (QUEUESIZE-1); - } - else - { - chatchars[head] = c; - head = (head + 1) & (QUEUESIZE-1); - } - } } void HU_clearChatChars(void) { - while (tail != head) - HU_queueChatChar(KEY_BACKSPACE); + size_t i = 0; + for (;i<HU_MAXMSGLEN;i++) + w_chat[i] = 0; // reset this. chat_on = false; + c_input = 0; } +static boolean justscrolleddown; +static boolean justscrolledup; +static INT16 typelines = 1; // number of drawfill lines we need when drawing the chat. it's some weird hack and might be one frame off but I'm lazy to make another loop. +// It's up here since it has to be reset when we open the chat. + + // // Returns true if key eaten // boolean HU_Responder(event_t *ev) { - UINT8 c; + INT32 c=0; if (ev->type != ev_keydown) return false; // only KeyDown events now... + /*// Shoot, to prevent P1 chatting from ruining the game for everyone else, it's either: + // A. completely disallow opening chat entirely in online splitscreen + // or B. iterate through all controls to make sure it's bound to player 1 before eating + // You can see which one I chose. + // (Unless if you're sharing a keyboard, since you probably establish when you start chatting that you have dibs on it...) + // (Ahhh, the good ol days when I was a kid who couldn't afford an extra USB controller...) + + if (ev->data1 >= KEY_MOUSE1) + { + INT32 i; + for (i = 0; i < num_gamecontrols; i++) + { + if (gamecontrol[i][0] == ev->data1 || gamecontrol[i][1] == ev->data1) + break; + } + + if (i == num_gamecontrols) + return false; + }*/ //We don't actually care about that unless we get splitscreen netgames. :V + + c = (INT32)ev->data1; + + // capslock (now handled outside of chat on so that it works everytime......) + if (c && c == KEY_CAPSLOCK) // it's a toggle. + { + if (capslock) + capslock = false; + else + capslock = true; + return true; + } + if (!chat_on) { // enter chat mode if ((ev->data1 == gamecontrol[gc_talkkey][0] || ev->data1 == gamecontrol[gc_talkkey][1]) - && netgame && (!cv_mute.value || server || IsPlayerAdmin(consoleplayer))) + && netgame && !OLD_MUTE) // check for old chat mute, still let the players open the chat incase they want to scroll otherwise. { - if (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) - return false; chat_on = true; w_chat[0] = 0; teamtalk = false; + chat_scrollmedown = true; + typelines = 1; return true; } if ((ev->data1 == gamecontrol[gc_teamkey][0] || ev->data1 == gamecontrol[gc_teamkey][1]) - && netgame && (!cv_mute.value || server || (IsPlayerAdmin(consoleplayer)))) + && netgame && !OLD_MUTE) { - if (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) - return false; chat_on = true; w_chat[0] = 0; - teamtalk = true; + teamtalk = G_GametypeHasTeams(); // Don't teamtalk if we don't have teams. + chat_scrollmedown = true; + typelines = 1; + return true; + } + } + else // if chat_on + { + + // Ignore modifier keys + // Note that we do this here so users can still set + // their chat keys to one of these, if they so desire. + if (ev->data1 == KEY_LSHIFT || ev->data1 == KEY_RSHIFT + || ev->data1 == KEY_LCTRL || ev->data1 == KEY_RCTRL + || ev->data1 == KEY_LALT || ev->data1 == KEY_RALT) return true; + + c = (INT32)ev->data1; + + // I know this looks very messy but this works. If it ain't broke, don't fix it! + // shift LETTERS to uppercase if we have capslock or are holding shift + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) + { + if (shiftdown ^ capslock) + c = shiftxform[c]; + } + else // if we're holding shift we should still shift non letter symbols + { + if (shiftdown) + c = shiftxform[c]; + } + + // pasting. pasting is cool. chat is a bit limited, though :( + if (((c == 'v' || c == 'V') && ctrldown) && !CHAT_MUTE) + { + const char *paste = I_ClipboardPaste(); + size_t chatlen; + size_t pastelen; + + // create a dummy string real quickly + + if (paste == NULL) + return true; + + chatlen = strlen(w_chat); + pastelen = strlen(paste); + if (chatlen+pastelen > HU_MAXMSGLEN) + return true; // we can't paste this!! + + if (c_input >= strlen(w_chat)) // add it at the end of the string. + { + memcpy(&w_chat[chatlen], paste, pastelen); // copy all of that. + c_input += pastelen; + /*size_t i = 0; + for (;i<pastelen;i++) + { + HU_queueChatChar(paste[i]); // queue it so that it's actually sent. (this chat write thing is REALLY messy.) + }*/ + return true; + } + else // otherwise, we need to shift everything and make space, etc etc + { + size_t i = HU_MAXMSGLEN-1; + for (; i>=c_input;i--) + { + if (w_chat[i]) + w_chat[i+pastelen] = w_chat[i]; + + } + memcpy(&w_chat[c_input], paste, pastelen); // copy all of that. + c_input += pastelen; + return true; + } + } + + if (!CHAT_MUTE && HU_keyInChatString(w_chat,c)) + { + HU_queueChatChar(c); + } + if (c == KEY_ENTER) + { + chat_on = false; + c_input = 0; // reset input cursor + chat_scrollmedown = true; // you hit enter, so you might wanna autoscroll to see what you just sent. :) + } + else if (c == KEY_ESCAPE + || ((c == gamecontrol[gc_talkkey][0] || c == gamecontrol[gc_talkkey][1] + || c == gamecontrol[gc_teamkey][0] || c == gamecontrol[gc_teamkey][1]) + && c >= KEY_MOUSE1)) // If it's not a keyboard key, then the chat button is used as a toggle. + { + chat_on = false; + c_input = 0; // reset input cursor + } + else if ((c == KEY_UPARROW || c == KEY_MOUSEWHEELUP) && chat_scroll > 0 && !OLDCHAT) // CHAT SCROLLING YAYS! + { + chat_scroll--; + justscrolledup = true; + chat_scrolltime = 4; + } + else if ((c == KEY_DOWNARROW || c == KEY_MOUSEWHEELDOWN) && chat_scroll < chat_maxscroll && chat_maxscroll > 0 && !OLDCHAT) + { + chat_scroll++; + justscrolleddown = true; + chat_scrolltime = 4; + } + else if (c == KEY_LEFTARROW && c_input != 0 && !OLDCHAT) // i said go back + c_input--; + else if (c == KEY_RIGHTARROW && c_input < strlen(w_chat) && !OLDCHAT) // don't need to check for admin or w/e here since the chat won't ever contain anything if it's muted. + c_input++; + return true; + } + 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 <= 0x89) //color parsing! -Inuyasha 2.16.09 + continue; + + if (c == '\n') + { + x = 0; + lastusablespace = 0; + continue; + } + + if (!(option & V_ALLOWLOWERCASE)) + c = toupper(c); + c -= HU_FONTSTART; + + if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) + { + chw = spacewidth; + lastusablespace = i; + } + else + chw = charwidth; + + x += chw; + + if (lastusablespace != 0 && x > w) + { + //CONS_Printf("Wrap at index %d\n", i); + newstring[lastusablespace] = '\n'; + i = lastusablespace+1; + lastusablespace = 0; + x = 0; + } + } + return newstring; +} + + +// 30/7/18: chaty is now the distance at which the lowest point of the chat will be drawn if that makes any sense. + +INT16 chatx = 13, chaty = 169; // let's use this as our coordinates, shh + +// chat stuff by VincyTM LOL XD! + +// HU_DrawMiniChat + +static void HU_drawMiniChat(void) +{ + INT32 x = chatx+2; + INT32 charwidth = 4, charheight = 6; + INT32 boxw = cv_chatwidth.value; + INT32 dx = 0, dy = 0; + size_t i = chat_nummsg_min; + boolean prev_linereturn = false; // a hack to prevent double \n while I have no idea why they happen in the first place. + + INT32 msglines = 0; + // process all messages once without rendering anything or doing anything fancy so that we know how many lines each message has... + INT32 y; + + if (!chat_nummsg_min) + return; // needless to say it's useless to do anything if we don't have anything to draw. + + /*if (splitscreen > 1) + boxw = max(64, boxw/2);*/ + + for (; i>0; i--) + { + const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_mini[i-1]); + size_t j = 0; + INT32 linescount = 0; + + while(msg[j]) // iterate through msg + { + if (msg[j] < HU_FONTSTART) // don't draw + { + if (msg[j] == '\n') // get back down. + { + ++j; + if (!prev_linereturn) + { + linescount += 1; + dx = 0; + } + prev_linereturn = true; + continue; + } + else if (msg[j] & 0x80) // stolen from video.c, nice. + { + ++j; + continue; + } + + ++j; + } + else + { + j++; + } + prev_linereturn = false; + dx += charwidth; + if (dx >= boxw) + { + dx = 0; + linescount += 1; + } + } + dy = 0; + dx = 0; + msglines += linescount+1; + } + + y = chaty - charheight*(msglines+1); + + /*if (splitscreen) + { + y -= BASEVIDHEIGHT/2; + if (splitscreen > 1) + y += 16; + }*/ + y -= (G_RingSlingerGametype() ? 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; + const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_mini[i]); // get the current message, and word wrap it. + UINT8 *colormap = NULL; + + while(msg[j]) // iterate through msg + { + if (msg[j] < HU_FONTSTART) // don't draw + { + if (msg[j] == '\n') // get back down. + { + ++j; + if (!prev_linereturn) + { + dy += charheight; + dx = 0; + } + prev_linereturn = true; + continue; + } + else if (msg[j] & 0x80) // stolen from video.c, nice. + { + clrflag = ((msg[j] & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK; + colormap = V_GetStringColormap(clrflag); + ++j; + continue; + } + + ++j; + } + else + { + if (cv_chatbacktint.value) // on request of wolfy + V_DrawFillConsoleMap(x + dx + 2, y+dy, charwidth, charheight, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT); + + V_DrawChatCharacter(x + dx + 2, y+dy, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|transflag, !cv_allcaps.value, colormap); + } + + dx += charwidth; + prev_linereturn = false; + if (dx >= boxw) + { + dx = 0; + dy += charheight; + } + } + dy += charheight; + dx = 0; + } + + // decrement addy and make that shit smooth: + addy /= 2; + +} + + +// HU_DrawUpArrow +// You see, we don't have arrow graphics in 2.1 and I'm too lazy to include a 2 bytes file for it. + +static void HU_DrawUpArrow(INT32 x, INT32 y, INT32 options) +{ + // Ok I'm super lazy so let's make this as the worst draw function: + V_DrawFill(x+2, y, 1, 1, 103|options); + V_DrawFill(x+1, y+1, 3, 1, 103|options); + V_DrawFill(x, y+2, 5, 1, 103|options); // that's the yellow part, I swear + + V_DrawFill(x+3, y, 1, 1, 26|options); + V_DrawFill(x+4, y+1, 1, 1, 26|options); + V_DrawFill(x+5, y+2, 1, 1, 26|options); + V_DrawFill(x, y+3, 6, 1, 26|options); // that's the black part. no racism intended. i swear. +} + +// HU_DrawDownArrow +// Should we talk about anime waifus to pass the time? This feels retarded. + +static void HU_DrawDownArrow(INT32 x, INT32 y, INT32 options) +{ + // Ok I'm super lazy so let's make this as the worst draw function: + V_DrawFill(x, y, 6, 1, 26|options); + V_DrawFill(x, y+1, 5, 1, 26|options); + V_DrawFill(x+1, y+2, 3, 1, 26|options); + V_DrawFill(x+2, y+3, 1, 1, 26|options); // that's the black part. no racism intended. i swear. + + V_DrawFill(x, y, 5, 1, 103|options); + V_DrawFill(x+1, y+1, 3, 1, 103|options); + V_DrawFill(x+2, y+2, 1, 1, 103|options); // that's the yellow part, I swear +} + +// HU_DrawChatLog + +static void HU_drawChatLog(INT32 offset) +{ + INT32 charwidth = 4, charheight = 6; + INT32 boxw = cv_chatwidth.value, boxh = cv_chatheight.value; + INT32 x = chatx+2, y, dx = 0, dy = 0; + UINT32 i = 0; + INT32 chat_topy, chat_bottomy; + boolean atbottom = false; + + // make sure that our scroll position isn't "illegal"; + if (chat_scroll > chat_maxscroll) + chat_scroll = chat_maxscroll; + + /*if (splitscreen) + { + boxh = max(6, boxh/2); + if (splitscreen > 1) + boxw = max(64, boxw/2); + }*/ + + // Unused SRB2KART splitscreen stuff. I'll leave it here in case it ever happens in Vanilla? + + y = chaty - offset*charheight - (chat_scroll*charheight) - boxh*charheight - 12; + + /*if (splitscreen) + { + y -= BASEVIDHEIGHT/2; + if (splitscreen > 1) + y += 16; + }*/ + y -= (G_RingSlingerGametype() ? 16 : 0); + + // Unused SRB2KART splitscreen stuff. I'll leave it here in case it ever happens in Vanilla? (x2) + + + chat_topy = y + chat_scroll*charheight; + chat_bottomy = chat_topy + boxh*charheight; + + V_DrawFillConsoleMap(chatx, chat_topy, boxw, boxh*charheight +2, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT); // log box + + for (i=0; i<chat_nummsg_log; i++) // iterate through our chatlog + { + INT32 clrflag = 0; + INT32 j = 0; + const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_log[i]); // get the current message, and word wrap it. + UINT8 *colormap = NULL; + while(msg[j]) // iterate through msg + { + if (msg[j] < HU_FONTSTART) // don't draw + { + if (msg[j] == '\n') // get back down. + { + ++j; + dy += charheight; + dx = 0; + continue; + } + else if (msg[j] & 0x80) // stolen from video.c, nice. + { + clrflag = ((msg[j] & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK; + colormap = V_GetStringColormap(clrflag); + ++j; + continue; + } + + ++j; + } + else + { + if ((y+dy+2 >= chat_topy) && (y+dy < (chat_bottomy))) + V_DrawChatCharacter(x + dx + 2, y+dy+2, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT, !cv_allcaps.value, colormap); + else + j++; // don't forget to increment this or we'll get stuck in the limbo. + } + + dx += charwidth; + if (dx >= boxw-charwidth-2 && i<chat_nummsg_log && msg[j] >= HU_FONTSTART) // end of message shouldn't count, nor should invisible characters!!!! + { + dx = 0; + dy += charheight; + } + } + dy += charheight; + dx = 0; + } + + + if (((chat_scroll >= chat_maxscroll) || (chat_scrollmedown)) && !(justscrolleddown || justscrolledup || chat_scrolltime)) // was already at the bottom of the page before new maxscroll calculation and was NOT scrolling. + { + atbottom = true; // we should scroll + } + chat_scrollmedown = false; + + // getmaxscroll through a lazy hack. We do all these loops, so let's not do more loops that are gonna lag the game more. :P + chat_maxscroll = (dy/charheight); // welcome to C, we don't know what min() and max() are. + if (chat_maxscroll <= (UINT32)cv_chatheight.value) + chat_maxscroll = 0; + else + chat_maxscroll -= cv_chatheight.value; + + // if we're not bound by the time, autoscroll for next frame: + if (atbottom) + chat_scroll = chat_maxscroll; + + // draw arrows to indicate that we can (or not) scroll. + + if (chat_scroll > 0) + HU_DrawUpArrow(chatx-8, ((justscrolledup) ? (chat_topy-1) : (chat_topy)), V_SNAPTOBOTTOM | V_SNAPTOLEFT); + if (chat_scroll < chat_maxscroll) + HU_DrawDownArrow(chatx-8, chat_bottomy-((justscrolleddown) ? 3 : 4), V_SNAPTOBOTTOM | V_SNAPTOLEFT); + + 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."; + + /*if (splitscreen) + { + y -= BASEVIDHEIGHT/2; + if (splitscreen > 1) + { + y += 16; + boxw = max(64, boxw/2); + } + }*/ + y -= (G_RingSlingerGametype() ? 16 : 0); + + // More unused SRB2KART stuff. + + if (teamtalk) + { + talk = ttalk; +#if 0 + if (players[consoleplayer].ctfteam == 1) + t = 0x500; // Red + else if (players[consoleplayer].ctfteam == 2) + t = 0x400; // Blue +#endif + } + + if (CHAT_MUTE) + { + talk = mute; + typelines = 1; + cflag = V_GRAYMAP; // set text in gray if chat is muted. + } + + V_DrawFillConsoleMap(chatx, y-1, boxw, (typelines*charheight), 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); + + while (talk[i]) + { + if (talk[i] < HU_FONTSTART) + ++i; + else + { + V_DrawChatCharacter(chatx + c + 2, y, talk[i] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|cflag, !cv_allcaps.value, V_GetStringColormap(talk[i]|cflag)); + i++; + } + + c += charwidth; + } + + // if chat is muted, just draw the log and get it over with, no need to draw anything else. + if (CHAT_MUTE) + { + HU_drawChatLog(0); + return; + } + + i = 0; + typelines = 1; + + if ((strlen(w_chat) == 0 || c_input == 0) && hu_tick < 4) + V_DrawChatCharacter(chatx + 2 + c, y+1, '_' |V_SNAPTOBOTTOM|V_SNAPTOLEFT|t, !cv_allcaps.value, NULL); + + while (w_chat[i]) + { + boolean skippedline = false; + if (c_input == (i+1)) + { + INT32 cursorx = (c+charwidth < boxw-charwidth) ? (chatx + 2 + c+charwidth) : (chatx+1); // we may have to go down. + INT32 cursory = (cursorx != chatx+1) ? (y) : (y+charheight); + if (hu_tick < 4) + V_DrawChatCharacter(cursorx, cursory+1, '_' |V_SNAPTOBOTTOM|V_SNAPTOLEFT|t, !cv_allcaps.value, NULL); + + if (cursorx == chatx+1 && saylen == i) // a weirdo hack + { + typelines += 1; + skippedline = true; + } + } + + //Hurdler: isn't it better like that? + if (w_chat[i] < HU_FONTSTART) + ++i; + else + V_DrawChatCharacter(chatx + c + 2, y, w_chat[i++] | V_SNAPTOBOTTOM|V_SNAPTOLEFT | t, !cv_allcaps.value, NULL); + + c += charwidth; + if (c > boxw-(charwidth*2) && !skippedline) + { + c = 0; + y += charheight; + typelines += 1; + } + } + + // handle /pm list. It's messy, horrible and I don't care. + if (strnicmp(w_chat, "/pm", 3) == 0 && vid.width >= 400 && !teamtalk) // 320x200 unsupported kthxbai + { + INT32 count = 0; + INT32 p_dispy = chaty - charheight -1; + /*if (splitscreen) + { + p_dispy -= BASEVIDHEIGHT/2; + if (splitscreen > 1) + p_dispy += 16; + }*/ + p_dispy -= (G_RingSlingerGametype() ? 16 : 0); + + // more kart leftovers. + + i = 0; + for(i=0; (i<MAXPLAYERS); i++) + { + + // filter: (code needs optimization pls help I'm bad with C) + if (w_chat[3]) + { + char *nodenum; + UINT32 n; + // right, that's half important: (w_chat[4] may be a space since /pm0 msg is perfectly acceptable!) + if ( ( ((w_chat[3] != 0) && ((w_chat[3] < '0') || (w_chat[3] > '9'))) || ((w_chat[4] != 0) && (((w_chat[4] < '0') || (w_chat[4] > '9'))))) && (w_chat[4] != ' ')) + break; + + + nodenum = (char*) malloc(3); + strncpy(nodenum, w_chat+3, 3); + n = atoi((const char*) nodenum); // turn that into a number + // special cases: + + if ((n == 0) && !(w_chat[4] == '0')) + { + if (!(i<10)) + continue; + } + else if ((n == 1) && !(w_chat[3] == '0')) + { + if (!((i == 1) || ((i >= 10) && (i <= 19)))) + continue; + } + else if ((n == 2) && !(w_chat[3] == '0')) + { + if (!((i == 2) || ((i >= 20) && (i <= 29)))) + continue; + } + else if ((n == 3) && !(w_chat[3] == '0')) + { + if (!((i == 3) || ((i >= 30) && (i <= 31)))) + continue; + } + else // general case. + { + if (i != n) + continue; + } + } + + if (playeringame[i]) + { + char name[MAXPLAYERNAME+1]; + strlcpy(name, player_names[i], 7); // shorten name to 7 characters. + V_DrawFillConsoleMap(chatx+ boxw + 2, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud. + V_DrawSmallString(chatx+ boxw + 4, p_dispy- (6*count), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, va("\x82%d\x80 - %s", i, name)); + count++; + } + } + if (count == 0) // no results. + { + V_DrawFillConsoleMap(chatx-50, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud. + V_DrawSmallString(chatx-48, p_dispy- (6*count), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, "NO RESULT."); } } - else // if chat_on - { - // Ignore modifier keys - // Note that we do this here so users can still set - // their chat keys to one of these, if they so desire. - if (ev->data1 == KEY_LSHIFT || ev->data1 == KEY_RSHIFT - || ev->data1 == KEY_LCTRL || ev->data1 == KEY_RCTRL - || ev->data1 == KEY_LALT || ev->data1 == KEY_RALT) - return true; - - c = (UINT8)ev->data1; - // use console translations - if (shiftdown) - c = shiftxform[c]; - - if (HU_keyInChatString(w_chat,c)) - HU_queueChatChar(c); - if (c == KEY_ENTER) - chat_on = false; - else if (c == KEY_ESCAPE) - chat_on = false; + 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. - return true; - } - return false; } -//====================================================================== -// HEADS UP DRAWING -//====================================================================== -// -// HU_DrawChat -// -// Draw chat input -// -static void HU_DrawChat(void) +// 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; @@ -833,7 +1754,6 @@ static void HU_DrawChat(void) const char *talk = ntalk; INT32 charwidth = 8 * con_scalefactor; //SHORT(hu_font['A'-HU_FONTSTART]->width) * con_scalefactor; INT32 charheight = 8 * con_scalefactor; //SHORT(hu_font['A'-HU_FONTSTART]->height) * con_scalefactor; - if (teamtalk) { talk = ttalk; @@ -860,9 +1780,20 @@ static void HU_DrawChat(void) c += charwidth; } + if ((strlen(w_chat) == 0 || c_input == 0) && hu_tick < 4) + V_DrawCharacter(HU_INPUTX+c, y+2*con_scalefactor, '_' |cv_constextsize.value | V_NOSCALESTART|t, !cv_allcaps.value); + i = 0; while (w_chat[i]) { + + if (c_input == (i+1) && hu_tick < 4) + { + INT32 cursorx = (HU_INPUTX+c+charwidth < vid.width) ? (HU_INPUTX + c + charwidth) : (HU_INPUTX); // we may have to go down. + INT32 cursory = (cursorx != HU_INPUTX) ? (y) : (y+charheight); + V_DrawCharacter(cursorx, cursory+2*con_scalefactor, '_' |cv_constextsize.value | V_NOSCALESTART|t, !cv_allcaps.value); + } + //Hurdler: isn't it better like that? if (w_chat[i] < HU_FONTSTART) { @@ -882,9 +1813,6 @@ static void HU_DrawChat(void) y += charheight; } } - - if (hu_tick < 4) - V_DrawCharacter(HU_INPUTX + c, y, '_' | cv_constextsize.value |V_NOSCALESTART|t, !cv_allcaps.value); } @@ -1057,7 +1985,43 @@ void HU_Drawer(void) { // draw chat string plus cursor if (chat_on) - HU_DrawChat(); + { + // count down the scroll timer. + if (chat_scrolltime > 0) + chat_scrolltime--; + if (!OLDCHAT) + HU_DrawChat(); + else + HU_DrawChat_Old(); // why the fuck......................... + } + else + { + typelines = 1; + chat_scrolltime = 0; + if (!OLDCHAT && cv_consolechat.value < 2) // Don't display minimized chat if you set the mode to Window (Hidden) + HU_drawMiniChat(); // draw messages in a cool fashion. + } + + if (netgame) // would handle that in hu_drawminichat, but it's actually kinda awkward when you're typing a lot of messages. (only handle that in netgames duh) + { + size_t i = 0; + + // handle spam while we're at it: + for(; (i<MAXPLAYERS); i++) + { + if (stop_spamming_you_cunt[i] > 0) + stop_spamming_you_cunt[i]--; + } + + // 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) HU_DrawCEcho(); @@ -1153,9 +2117,9 @@ void HU_Erase(void) // clear the message lines that go away, so use _oldclearlines_ bottomline = oldclearlines; oldclearlines = con_clearlines; - if (chat_on) + if (chat_on && OLDCHAT) if (bottomline < 8) - 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; @@ -1191,6 +2155,41 @@ void HU_Erase(void) // IN-LEVEL MULTIPLAYER RANKINGS //====================================================================== +// +// HU_drawPing +// +void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext) +{ + UINT8 numbars = 1; // how many ping bars do we draw? + UINT8 barcolor = 128; // color we use for the bars (green, yellow or red) + SINT8 i = 0; + SINT8 yoffset = 6; + INT32 dx = x+1 - (V_SmallStringWidth(va("%dms", ping), V_ALLOWLOWERCASE)/2); + + if (ping < 128) + { + numbars = 3; + barcolor = 184; + } + else if (ping < 256) + { + numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it. + barcolor = 103; + } + + if (!notext || vid.width >= 640) // how sad, we're using a shit resolution. + V_DrawSmallString(dx, y+4, V_ALLOWLOWERCASE, va("%dms", ping)); + + for (i=0; (i<3); i++) // Draw the ping bar + { + V_DrawFill(x+2 *(i-1), y+yoffset-4, 2, 8-yoffset, 31); + if (i < numbars) + V_DrawFill(x+2 *(i-1), y+yoffset-3, 1, 8-yoffset-1, barcolor); + + yoffset -= 2; + } +} + // // HU_DrawTabRankings // @@ -1209,6 +2208,14 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I if (players[tab[i].num].spectator) continue; //ignore them. + if (!splitscreen) // don't draw it on splitscreen, + { + if (!(tab[i].num == serverplayer)) + HU_drawPing(x+ 253, y+2, playerpingtable[tab[i].num], false); + //else + // V_DrawSmallString(x+ 246, y+4, V_YELLOWMAP, "SERVER"); + } + V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) | ((players[tab[i].num].health > 0) ? 0 : V_60TRANS) @@ -1285,6 +2292,113 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I } } +// +// HU_Draw32Emeralds +// +static void HU_Draw32Emeralds(INT32 x, INT32 y, INT32 pemeralds) +{ + //Draw the emeralds, in the CORRECT order, using tiny emerald sprites. + if (pemeralds & EMERALD1) + V_DrawSmallScaledPatch(x , y, 0, tinyemeraldpics[0]); + + if (pemeralds & EMERALD2) + V_DrawSmallScaledPatch(x+4, y, 0, tinyemeraldpics[1]); + + if (pemeralds & EMERALD3) + V_DrawSmallScaledPatch(x+8, y, 0, tinyemeraldpics[2]); + + if (pemeralds & EMERALD4) + V_DrawSmallScaledPatch(x+12 , y, 0, tinyemeraldpics[3]); + + if (pemeralds & EMERALD5) + V_DrawSmallScaledPatch(x+16, y, 0, tinyemeraldpics[4]); + + if (pemeralds & EMERALD6) + V_DrawSmallScaledPatch(x+20, y, 0, tinyemeraldpics[5]); + + if (pemeralds & EMERALD7) + V_DrawSmallScaledPatch(x+24, y, 0, tinyemeraldpics[6]); +} + +// +// HU_Draw32TeamTabRankings +// +static void HU_Draw32TeamTabRankings(playersort_t *tab, INT32 whiteplayer) +{ + INT32 i,x,y; + INT32 redplayers = 0, blueplayers = 0; + const UINT8 *colormap; + char name[MAXPLAYERNAME+1]; + + V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two teams. + V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T. + V_DrawFill(1, 180, 318, 1, 0); //And a horizontal line near the bottom. + + for (i = 0; i < MAXPLAYERS; i++) + { + if (players[tab[i].num].spectator) + continue; //ignore them. + + if (tab[i].color == skincolor_redteam) //red + { + redplayers++; + x = 14 + (BASEVIDWIDTH/2); + y = (redplayers * 9) + 20; + } + else if (tab[i].color == skincolor_blueteam) //blue + { + blueplayers++; + x = 14; + y = (blueplayers * 9) + 20; + } + else //er? not on red or blue, so ignore them + continue; + + strlcpy(name, tab[i].name, 8); + V_DrawString(x + 10, y, + ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) + | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT) + | V_ALLOWLOWERCASE, name); + + if (gametype == GT_CTF) + { + if (players[tab[i].num].gotflag & GF_REDFLAG) // Red + V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, rflagico, 0); + else if (players[tab[i].num].gotflag & GF_BLUEFLAG) // Blue + V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, bflagico, 0); + } + + // Draw emeralds + if (!players[tab[i].num].powers[pw_super] + || ((leveltime/7) & 1)) + { + HU_Draw32Emeralds(x+60, y+2, tab[i].emeralds); + } + + if (players[tab[i].num].powers[pw_super]) + { + colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); + V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], colormap); + } + else + { + colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); + if (players[tab[i].num].health <= 0) + V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], colormap); + else + V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], colormap); + } + V_DrawRightAlignedThinString(x+128, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); + if (!splitscreen) + { + if (!(tab[i].num == serverplayer)) + HU_drawPing(x+ 135, y+3, playerpingtable[tab[i].num], true); + //else + //V_DrawSmallString(x+ 129, y+4, V_YELLOWMAP, "HOST"); + } + } +} + // // HU_DrawTeamTabRankings // @@ -1292,13 +2406,50 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer) { INT32 i,x,y; INT32 redplayers = 0, blueplayers = 0; + boolean smol = false; const UINT8 *colormap; char name[MAXPLAYERNAME+1]; + // before we draw, we must count how many players are in each team. It makes an additional loop, but we need to know if we have to draw a big or a small ranking. + for (i = 0; i < MAXPLAYERS; i++) + { + if (players[tab[i].num].spectator) + continue; //ignore them. + + if (tab[i].color == skincolor_redteam) //red + { + if (redplayers++ > 8) + { + smol = true; + break; // don't make more loops than we need to. + } + } + else if (tab[i].color == skincolor_blueteam) //blue + { + if (blueplayers++ > 8) + { + smol = true; + break; + } + } + else //er? not on red or blue, so ignore them + continue; + + } + + // I'll be blunt with you, this may add more lines, but I'm not adding weird cases for this, so we're executing a separate function. + if (smol == true || cv_compactscoreboard.value) + { + HU_Draw32TeamTabRankings(tab, whiteplayer); + return; + } + V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two teams. V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T. V_DrawFill(1, 180, 318, 1, 0); //And a horizontal line near the bottom. + i=0, redplayers=0, blueplayers=0; + for (i = 0; i < MAXPLAYERS; i++) { if (players[tab[i].num].spectator) @@ -1321,7 +2472,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer) else //er? not on red or blue, so ignore them continue; - strlcpy(name, tab[i].name, 9); + strlcpy(name, tab[i].name, 7); V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT) @@ -1355,7 +2506,14 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer) else V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap); } - V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); + V_DrawRightAlignedThinString(x+100, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); + if (!splitscreen) + { + if (!(tab[i].num == serverplayer)) + HU_drawPing(x+ 113, y+2, playerpingtable[tab[i].num], false); + //else + // V_DrawSmallString(x+ 94, y+4, V_YELLOWMAP, "SERVER"); + } } } @@ -1377,7 +2535,12 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline if (players[tab[i].num].spectator) continue; //ignore them. - strlcpy(name, tab[i].name, 9); + strlcpy(name, tab[i].name, 7); + if (!(tab[i].num == serverplayer)) + HU_drawPing(x+ 113, y+2, playerpingtable[tab[i].num], false); + //else + // V_DrawSmallString(x+ 94, y+4, V_YELLOWMAP, "SERVER"); + V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT) @@ -1432,15 +2595,15 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline if (circuitmap) { if (players[tab[i].num].exiting) - V_DrawRightAlignedThinString(x+156, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime))); + V_DrawRightAlignedThinString(x+146, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime))); else - V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); + V_DrawRightAlignedThinString(x+146, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); } else - V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count))); + V_DrawRightAlignedThinString(x+146, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count))); } else - V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); + V_DrawRightAlignedThinString(x+100, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); y += 16; if (y > 160) @@ -1451,6 +2614,107 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline } } +// +// HU_Draw32TabRankings +// +static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer) +{ + INT32 i; + const UINT8 *colormap; + char name[MAXPLAYERNAME+1]; + + V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two sides. + V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T. + V_DrawFill(1, 180, 318, 1, 0); //And a horizontal line near the bottom. + + for (i = 0; i < scorelines; i++) + { + if (players[tab[i].num].spectator) + continue; //ignore them. + + strlcpy(name, tab[i].name, 7); + if (!splitscreen) // don't draw it on splitscreen, + { + if (!(tab[i].num == serverplayer)) + HU_drawPing(x+ 135, y+3, playerpingtable[tab[i].num], true); + //else + // V_DrawSmallString(x+ 129, y+4, V_YELLOWMAP, "HOST"); + } + + V_DrawString(x + 10, y, + ((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0) + | ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT) + | V_ALLOWLOWERCASE, name); + + if (G_GametypeUsesLives()) //show lives + V_DrawRightAlignedThinString(x-1, y, V_ALLOWLOWERCASE, va("%d", players[tab[i].num].lives)); + else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT) + V_DrawFixedPatch((x-10)*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, tagico, 0); + + // Draw emeralds + if (!players[tab[i].num].powers[pw_super] + || ((leveltime/7) & 1)) + { + HU_Draw32Emeralds(x+60, y+2, tab[i].emeralds); + //HU_DrawEmeralds(x-12,y+2,tab[i].emeralds); + } + + //V_DrawSmallScaledPatch (x, y-4, 0, livesback); + if (tab[i].color == 0) + { + colormap = colormaps; + if (players[tab[i].num].powers[pw_super]) + V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], 0); + else + { + if (players[tab[i].num].health <= 0) + V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], 0); + else + V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], 0); + } + } + else + { + if (players[tab[i].num].powers[pw_super]) + { + colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); + V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/4, 0, superprefix[players[tab[i].num].skin], colormap); + } + else + { + colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE); + if (players[tab[i].num].health <= 0) + V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, V_HUDTRANSHALF, faceprefix[players[tab[i].num].skin], colormap); + else + V_DrawFixedPatch(x*FRACUNIT, (y)*FRACUNIT, FRACUNIT/4, 0, faceprefix[players[tab[i].num].skin], colormap); + } + } + + // All data drawn with thin string for space. + if (gametype == GT_RACE) + { + if (circuitmap) + { + if (players[tab[i].num].exiting) + V_DrawRightAlignedThinString(x+128, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime))); + else + V_DrawRightAlignedThinString(x+128, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); + } + else + V_DrawRightAlignedThinString(x+128, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count))); + } + else + V_DrawRightAlignedThinString(x+128, y, ((players[tab[i].num].health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count)); + + y += 9; + if (i == 16) + { + y = 32; + x += BASEVIDWIDTH/2; + } + } +} + // // HU_DrawEmeralds // @@ -1697,15 +2961,18 @@ static void HU_DrawRankings(void) scorelines++; } - if (scorelines > 20) - scorelines = 20; //dont draw past bottom of screen, show the best only + //if (scorelines > 20) + // scorelines = 20; //dont draw past bottom of screen, show the best only + // shush, we'll do it anyway. if (G_GametypeHasTeams()) HU_DrawTeamTabRankings(tab, whiteplayer); //separate function for Spazzo's silly request - else if (scorelines <= 9) + else if (scorelines <= 9 && !cv_compactscoreboard.value) HU_DrawTabRankings(40, 32, tab, scorelines, whiteplayer); - else + else if (scorelines <= 20 && !cv_compactscoreboard.value) HU_DrawDualTabRankings(32, 32, tab, scorelines, whiteplayer); + else + HU_Draw32TabRankings(14, 28, tab, scorelines, whiteplayer); // draw spectators in a ticker across the bottom if (!splitscreen && G_GametypeHasSpectators()) diff --git a/src/hu_stuff.h b/src/hu_stuff.h index 23e421076975d0f4a009b504e11010b3d88ac207..ba2b02700019628f6a50363c7a41a0f58a55266b 100644 --- a/src/hu_stuff.h +++ b/src/hu_stuff.h @@ -57,6 +57,16 @@ typedef struct // chat stuff //------------------------------------ #define HU_MAXMSGLEN 224 +#define CHAT_BUFSIZE 64 // that's enough messages, right? We'll delete the older ones when that gets out of hand. +#define OLDCHAT (cv_consolechat.value == 1 || dedicated || vid.width < 640) +#define CHAT_MUTE (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) // this still allows to open the chat but not to type. That's used for scrolling and whatnot. +#define OLD_MUTE (OLDCHAT && cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) // this is used to prevent oldchat from opening when muted. + +// some functions +void HU_AddChatText(const char *text, boolean playsound); + +// set true when entering a chat message +extern boolean chat_on; extern patch_t *hu_font[HU_FONTSIZE], *tny_font[HU_FONTSIZE]; extern patch_t *tallnum[10]; @@ -72,9 +82,6 @@ extern patch_t *bmatcico; extern patch_t *tagico; extern patch_t *tallminus; -// set true when entering a chat message -extern boolean chat_on; - // set true whenever the tab rankings are being shown for any reason extern boolean hu_showscores; @@ -87,12 +94,12 @@ void HU_LoadGraphics(void); void HU_Start(void); boolean HU_Responder(event_t *ev); - void HU_Ticker(void); void HU_Drawer(void); char HU_dequeueChatChar(void); void HU_Erase(void); void HU_clearChatChars(void); +void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext); // Lat': Ping drawer for scoreboard. void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer); void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer); void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer); diff --git a/src/lua_baselib.c b/src/lua_baselib.c index 969987762525f49071e431f72faf14c2731f958e..6b1456e9a77b33a09f1946a8b537ffb54dca6865 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -23,7 +23,7 @@ #include "m_random.h" #include "s_sound.h" #include "g_game.h" -#include "hu_stuff.h" +#include "hu_stuff.h" // HU_AddChatText #include "console.h" #include "d_netcmd.h" // IsPlayerAdmin @@ -91,6 +91,51 @@ static int lib_print(lua_State *L) return 0; } +// Print stuff in the chat, or in the console if we can't. +static int lib_chatprint(lua_State *L) +{ + const char *str = luaL_checkstring(L, 1); // retrieve string + boolean sound = luaL_checkboolean(L, 2); // retrieve sound boolean + int len = strlen(str); + + if (str == NULL) // error if we don't have a string! + return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprint")); + + if (len > 255) // string is too long!!! + return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer."); + + HU_AddChatText(str, sound); + return 0; +} + +// Same as above, but do it for only one player. +static int lib_chatprintf(lua_State *L) +{ + int n = lua_gettop(L); /* number of arguments */ + const char *str = luaL_checkstring(L, 2); // retrieve string + boolean sound = luaL_checkboolean(L, 3); // sound? + int len = strlen(str); + player_t *plr; + + if (n < 2) + return luaL_error(L, "chatprintf requires at least two arguments: player and text."); + + plr = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); // retrieve player + if (!plr) + return LUA_ErrInvalid(L, "player_t"); + if (plr != &players[consoleplayer]) + return 0; + + if (str == NULL) // error if we don't have a string! + return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprintf")); + + if (len > 255) // string is too long!!! + return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer."); + + HU_AddChatText(str, sound); + return 0; +} + static int lib_evalMath(lua_State *L) { const char *word = luaL_checkstring(L, 1); @@ -1690,7 +1735,7 @@ static int lib_sStartSound(lua_State *L) const void *origin = NULL; sfxenum_t sound_id = luaL_checkinteger(L, 2); player_t *player = NULL; - NOHUD + //NOHUD // kys @whoever did this. if (sound_id >= NUMSFX) return luaL_error(L, "sfx %d out of range (0 - %d)", sound_id, NUMSFX-1); if (!lua_isnil(L, 1)) @@ -1706,7 +1751,12 @@ static int lib_sStartSound(lua_State *L) return LUA_ErrInvalid(L, "player_t"); } if (!player || P_IsLocalPlayer(player)) + { + if (hud_running) + origin = NULL; // HUD rendering startsound shouldn't have an origin, just remove it instead of having a retarded error. + S_StartSound(origin, sound_id); + } return 0; } @@ -2016,6 +2066,8 @@ static int lib_gTicsToMilliseconds(lua_State *L) static luaL_Reg lib[] = { {"print", lib_print}, + {"chatprint", lib_chatprint}, + {"chatprintf", lib_chatprintf}, {"EvalMath", lib_evalMath}, {"IsPlayerAdmin", lib_isPlayerAdmin}, diff --git a/src/lua_hook.h b/src/lua_hook.h index 252960edf50ee88072262f0d57d28569f32182d2..324babdb5f175a69dbb5a48cc230a05571767220 100644 --- a/src/lua_hook.h +++ b/src/lua_hook.h @@ -75,7 +75,7 @@ boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source); // Ho boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors -boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages +boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg, int mute); // Hook for chat messages boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages #define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting diff --git a/src/lua_hooklib.c b/src/lua_hooklib.c index 7e544ae99f7b82ff1d042f348b3e982ff3b986a4..697552ec396046afe70cb82c0e78d62393acef3c 100644 --- a/src/lua_hooklib.c +++ b/src/lua_hooklib.c @@ -953,7 +953,9 @@ boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector) } // Hook for player chat -boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg) +// Added the "mute" field. It's set to true if the message was supposed to be eaten by spam protection. +// But for netgame consistency purposes, this hook is ran first reguardless, so this boolean allows for modders to adapt if they so desire. +boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg, int mute) { hook_p hookp; boolean hooked = false; @@ -982,14 +984,19 @@ boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg) LUA_PushUserdata(gL, &players[target-1], META_PLAYER); // target } lua_pushstring(gL, msg); // msg + if (mute) + lua_pushboolean(gL, true); // the message was supposed to be eaten by spamprotecc. + else + lua_pushboolean(gL, false); } lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + if (lua_pcall(gL, 5, 1, 0)) { if (!hookp->error || cv_debug & DBG_LUA) CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); @@ -1005,6 +1012,7 @@ boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg) return hooked; } + // Hook for hurt messages boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source) { diff --git a/src/m_menu.c b/src/m_menu.c index 1e1b1e696511a0deae9a5ed9d156c2dcb9f60d63..380ba266bc0de917c7630626ab99f27bfcb04bd6 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -292,7 +292,7 @@ menu_t OP_SoundOptionsDef; //Misc menu_t OP_DataOptionsDef, OP_ScreenshotOptionsDef, OP_EraseDataDef; -menu_t OP_GameOptionsDef, OP_ServerOptionsDef; +menu_t OP_GameOptionsDef, OP_ChatOptionsDef, OP_ServerOptionsDef; menu_t OP_NetgameOptionsDef, OP_GametypeOptionsDef; menu_t OP_MonitorToggleDef; static void M_ScreenshotOptions(INT32 choice); @@ -1295,22 +1295,36 @@ static menuitem_t OP_GameOptionsMenu[] = {IT_STRING | IT_CVAR | IT_CV_STRING, NULL, "Master server", &cv_masterserver, 10}, #endif - {IT_STRING | IT_CVAR, NULL, "Show HUD", &cv_showhud, 40}, + {IT_STRING | IT_SUBMENU, NULL, "Chat Options...", &OP_ChatOptionsDef, 40}, + {IT_STRING | IT_CVAR, NULL, "Show HUD", &cv_showhud, 50}, {IT_STRING | IT_CVAR | IT_CV_SLIDER, - NULL, "HUD Visibility", &cv_translucenthud, 50}, - {IT_STRING | IT_CVAR, NULL, "Timer Display", &cv_timetic, 60}, + NULL, "HUD Visibility", &cv_translucenthud, 60}, + {IT_STRING | IT_CVAR, NULL, "Timer Display", &cv_timetic, 70}, + {IT_STRING | IT_CVAR, NULL, "Always Compact Rankings", &cv_compactscoreboard, 80}, #ifdef SEENAMES - {IT_STRING | IT_CVAR, NULL, "HUD Player Names", &cv_seenames, 80}, + {IT_STRING | IT_CVAR, NULL, "HUD Player Names", &cv_seenames, 90}, #endif - {IT_STRING | IT_CVAR, NULL, "Log Hazard Damage", &cv_hazardlog, 90}, + {IT_STRING | IT_CVAR, NULL, "Log Hazard Damage", &cv_hazardlog, 100}, - {IT_STRING | IT_CVAR, NULL, "Console Back Color", &cons_backcolor, 100}, - {IT_STRING | IT_CVAR, NULL, "Console Text Size", &cv_constextsize,110}, - {IT_STRING | IT_CVAR, NULL, "Uppercase Console", &cv_allcaps, 120}, + {IT_STRING | IT_CVAR, NULL, "Console Back Color", &cons_backcolor, 110}, + {IT_STRING | IT_CVAR, NULL, "Console Text Size", &cv_constextsize,120}, + {IT_STRING | IT_CVAR, NULL, "Uppercase Console", &cv_allcaps, 130}, {IT_STRING | IT_CVAR, NULL, "Title Screen Demos", &cv_rollingdemos, 140}, }; +static menuitem_t OP_ChatOptionsMenu[] = +{ + {IT_STRING | IT_CVAR, NULL, "Chat Mode", &cv_consolechat, 10}, + + {IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Chat Box Width", &cv_chatwidth, 30}, + {IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Chat Box Height", &cv_chatheight, 40}, + {IT_STRING | IT_CVAR, NULL, "Message Fadeout Time", &cv_chattime, 50}, + {IT_STRING | IT_CVAR, NULL, "Chat Notifications", &cv_chatnotifications, 60}, + {IT_STRING | IT_CVAR, NULL, "Spam Protection", &cv_chatspamprotection, 70}, + {IT_STRING | IT_CVAR, NULL, "Chat background tint", &cv_chatbacktint, 80}, +}; + static menuitem_t OP_ServerOptionsMenu[] = { {IT_STRING | IT_SUBMENU, NULL, "General netgame options...", &OP_NetgameOptionsDef, 10}, @@ -1705,6 +1719,7 @@ menu_t OP_ServerOptionsDef = DEFAULTMENUSTYLE("M_SERVER", OP_ServerOptionsMenu, menu_t OP_NetgameOptionsDef = DEFAULTMENUSTYLE("M_SERVER", OP_NetgameOptionsMenu, &OP_ServerOptionsDef, 30, 30); menu_t OP_GametypeOptionsDef = DEFAULTMENUSTYLE("M_SERVER", OP_GametypeOptionsMenu, &OP_ServerOptionsDef, 30, 30); +menu_t OP_ChatOptionsDef = DEFAULTMENUSTYLE("M_GAME", OP_ChatOptionsMenu, &OP_GameOptionsDef, 30, 30); menu_t OP_MonitorToggleDef = { "M_SERVER", @@ -6329,13 +6344,6 @@ static void M_DrawConnectIPMenu(void) static void M_ConnectIP(INT32 choice) { (void)choice; - - if (*setupm_ip == 0) - { - M_StartMessage("You must specify an IP address.\n", NULL, MM_NOTHING); - return; - } - COM_BufAddText(va("connect \"%s\"\n", setupm_ip)); // A little "please wait" message. diff --git a/src/v_video.c b/src/v_video.c index 35b848f98d052b7fbe41f64d0e3a9648dc991882..cfe7d036032c773fef71a8ff75c1c5180dce5ae8 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -841,6 +841,145 @@ void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) memset(dest, c, w * vid.bpp); } +#ifdef HWRENDER +// This is now a function since it's otherwise repeated 2 times and honestly looks retarded: +static UINT32 V_GetHWConsBackColor(void) +{ + UINT32 hwcolor; + switch (cons_backcolor.value) + { + case 0: hwcolor = 0xffffff00; break; // White + case 1: hwcolor = 0x80808000; break; // Gray + case 2: hwcolor = 0xdeb88700; break; // Sepia + case 3: hwcolor = 0x40201000; break; // Brown + case 4: hwcolor = 0xfa807200; break; // Pink + case 5: hwcolor = 0xff69b400; break; // Raspberry + case 6: hwcolor = 0xff000000; break; // Red + case 7: hwcolor = 0xffd68300; break; // Creamsicle + case 8: hwcolor = 0xff800000; break; // Orange + case 9: hwcolor = 0xdaa52000; break; // Gold + case 10: hwcolor = 0x80800000; break; // Yellow + case 11: hwcolor = 0x00ff0000; break; // Emerald + case 12: hwcolor = 0x00800000; break; // Green + case 13: hwcolor = 0x4080ff00; break; // Cyan + case 14: hwcolor = 0x4682b400; break; // Steel + case 15: hwcolor = 0x1e90ff00; break; // Periwinkle + case 16: hwcolor = 0x0000ff00; break; // Blue + case 17: hwcolor = 0xff00ff00; break; // Purple + case 18: hwcolor = 0xee82ee00; break; // Lavender + // Default green + default: hwcolor = 0x00800000; break; + } + return hwcolor; +} +#endif + + +// THANK YOU MPC!!! + +void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) +{ + UINT8 *dest; + INT32 u, v; + UINT8 *fadetable; + UINT32 alphalevel = 0; + + if (rendermode == render_none) + return; + +#ifdef HWRENDER + if (rendermode != render_soft && rendermode != render_none) + { + UINT32 hwcolor = V_GetHWConsBackColor(); + HWR_DrawConsoleFill(x, y, w, h, hwcolor, c); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this. + return; + } +#endif + + if (!(c & V_NOSCALESTART)) + { + INT32 dupx = vid.dupx, dupy = vid.dupy; + + if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) + { // Clear the entire screen, from dest to deststop. Yes, this really works. + memset(screens[0], (UINT8)(c&255), vid.width * vid.height * vid.bpp); + return; + } + + x *= dupx; + y *= dupy; + w *= dupx; + h *= dupy; + + // Center it if necessary + if (vid.width != BASEVIDWIDTH * dupx) + { + // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, + // so center this imaginary screen + if (c & V_SNAPTORIGHT) + x += (vid.width - (BASEVIDWIDTH * dupx)); + else if (!(c & V_SNAPTOLEFT)) + x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; + } + if (vid.height != BASEVIDHEIGHT * dupy) + { + // same thing here + if (c & V_SNAPTOBOTTOM) + y += (vid.height - (BASEVIDHEIGHT * dupy)); + else if (!(c & V_SNAPTOTOP)) + y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; + } + } + + if (x >= vid.width || y >= vid.height) + return; // off the screen + if (x < 0) { + w += x; + x = 0; + } + if (y < 0) { + h += y; + y = 0; + } + + if (w <= 0 || h <= 0) + return; // zero width/height wouldn't draw anything + if (x + w > vid.width) + w = vid.width-x; + if (y + h > vid.height) + h = vid.height-y; + + dest = screens[0] + y*vid.width + x; + + if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT))) + { + if (alphalevel == 13) + alphalevel = hudminusalpha[cv_translucenthud.value]; + else if (alphalevel == 14) + alphalevel = 10 - cv_translucenthud.value; + else if (alphalevel == 15) + alphalevel = hudplusalpha[cv_translucenthud.value]; + + if (alphalevel >= 10) + return; // invis + } + + c &= 255; + + // Jimita (12-04-2018) + w = min(w, vid.width); + h = min(h, vid.height); + fadetable = ((UINT8 *)transtables + ((alphalevel-1)<<FF_TRANSSHIFT) + (c*256)); + for (v = 0; v < h; v++, dest += vid.width) + for (u = 0; u < w; u++) + { + if (!alphalevel) + dest[u] = consolebgmap[dest[u]]; + else + dest[u] = fadetable[consolebgmap[dest[u]]]; + } +} + // // Fills a box of pixels using a flat texture as a pattern, scaled to screen size. // @@ -983,21 +1122,7 @@ void V_DrawFadeConsBack(INT32 plines) #ifdef HWRENDER // not win32 only 19990829 by Kin if (rendermode != render_soft && rendermode != render_none) { - UINT32 hwcolor; - switch (cons_backcolor.value) - { - case 0: hwcolor = 0xffffff00; break; // White - case 1: hwcolor = 0x80808000; break; // Gray - case 2: hwcolor = 0x40201000; break; // Brown - case 3: hwcolor = 0xff000000; break; // Red - case 4: hwcolor = 0xff800000; break; // Orange - case 5: hwcolor = 0x80800000; break; // Yellow - case 6: hwcolor = 0x00800000; break; // Green - case 7: hwcolor = 0x0000ff00; break; // Blue - case 8: hwcolor = 0x4080ff00; break; // Cyan - // Default green - default: hwcolor = 0x00800000; break; - } + UINT32 hwcolor = V_GetHWConsBackColor(); HWR_DrawConsoleBack(hwcolor, plines); return; } @@ -1012,7 +1137,7 @@ void V_DrawFadeConsBack(INT32 plines) // Gets string colormap, used for 0x80 color codes // -static const UINT8 *V_GetStringColormap(INT32 colorflags) +UINT8 *V_GetStringColormap(INT32 colorflags) { switch ((colorflags & V_CHARCOLORMASK) >> V_CHARCOLORSHIFT) { @@ -1061,6 +1186,32 @@ void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed) V_DrawScaledPatch(x, y, flags, hu_font[c]); } +// Writes a single character for the chat. (draw WHITE if bit 7 set) +// Essentially the same as the above but it's small or big depending on what resolution you've chosen to huge.. +// +void V_DrawChatCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed, UINT8 *colormap) +{ + INT32 w, flags; + //const UINT8 *colormap = V_GetStringColormap(c); + + flags = c & ~(V_CHARCOLORMASK | V_PARAMMASK); + c &= 0x7f; + if (lowercaseallowed) + c -= HU_FONTSTART; + else + c = toupper(c) - HU_FONTSTART; + if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) + return; + + w = (vid.width < 640 ) ? (SHORT(hu_font[c]->width)/2) : (SHORT(hu_font[c]->width)); // use normal sized characters if we're using a terribly low resolution. + if (x + w > vid.width) + return; + + V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, (vid.width < 640) ? (FRACUNIT) : (FRACUNIT/2), flags, hu_font[c], colormap); + + +} + // Precompile a wordwrapped string to any given width. // This is a muuuch better method than V_WORDWRAP. char *V_WordWrap(INT32 x, INT32 w, INT32 option, const char *string) diff --git a/src/v_video.h b/src/v_video.h index a60a08a5bb5349c3477214e0c527a42005ec0efe..6bec258a4bc2cee90a7a4b08201e0fb00f00365c 100644 --- a/src/v_video.h +++ b/src/v_video.h @@ -139,6 +139,7 @@ void V_DrawScaledPic (INT32 px1, INT32 py1, INT32 scrn, INT32 lumpnum); // fill a box with a single color void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c); +void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c); // fill a box with a flat as a pattern void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum); @@ -149,11 +150,14 @@ void V_DrawFadeConsBack(INT32 plines); // draw a single character void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed); +// draw a single character, but for the chat +void V_DrawChatCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed, UINT8 *colormap); void V_DrawLevelTitle(INT32 x, INT32 y, INT32 option, const char *string); // wordwrap a string using the hu_font char *V_WordWrap(INT32 x, INT32 w, INT32 option, const char *string); +UINT8 *V_GetStringColormap(INT32 colorflags); // draw a string using the hu_font void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string);