Merge branch 'SRB2-CHAT' of https://git.magicalgirl.moe/SinnamonLat/SRB2 into latsrb2chat

This commit is contained in:
Steel Titanium 2018-12-21 20:29:33 -05:00
commit e42bcd5b68
19 changed files with 1876 additions and 192 deletions

3
debian/rules vendored
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@ -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

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@ -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;

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@ -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')

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@ -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

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@ -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);
}
}

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@ -8320,7 +8320,6 @@ static inline int lib_getenum(lua_State *L)
lua_pushinteger(L, token);
return 1;
}
return 0;
}

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@ -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)

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@ -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

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@ -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;

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@ -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

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@ -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);

File diff suppressed because it is too large Load Diff

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@ -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);

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@ -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},

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@ -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

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@ -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)
{

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@ -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.

View File

@ -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)

View File

@ -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);