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Display Chat Text Over Player (No Bubbles)
http://miragesource.net/forums/viewtopic.php?f=210&t=464
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Author:  Tutorial Bot [ Sun Sep 03, 2006 3:32 pm ]
Post subject:  Display Chat Text Over Player (No Bubbles)

Author: GodSentDeath & Tristan
Difficulty: 1/5

:: SERVER SIDE ::
Find:(it's in the social packet)
Code:
Call MapMsg(GetPlayerMap(Index), GetPlayerName(Index) & " says, '" & Msg & "'", SayColor)

Beneath it, add:
Code:
Call MapMsg2(GetPlayerMap(Index), Msg, Index)

In modServerTcp, at the bottom, add:
Code:
Sub MapMsg2(ByVal MapNum As Long, ByVal Msg As String, ByVal Index As Long)
Dim Packet As String

Packet = "MAPMSG2" & SEP_CHAR & Msg & SEP_CHAR & Index & SEP_CHAR & END_CHAR

Call SendDataToMap(MapNum, Packet)
End Sub

:: CLIENT SIDE ::
At the top of modTypes, add:
Code:
Type ChatBubble
    Text As String
    Created As Long
End Type

Public Const DISPLAY_BUBBLE_TIME = 4500 ' In milliseconds.
Public DISPLAY_BUBBLE_WIDTH As Byte
Public Const MAX_BUBBLE_WIDTH = 6 ' In tiles. Includes corners.
Public Const MAX_LINE_LENGTH = 16 ' In characters.
Public Const MAX_LINES = 4
Public Bubble(1 To MAX_PLAYERS) As ChatBubble

In modHandleData, find:
Code:
    ' ::::::::::::::::::::
    ' :: Social packets ::
    ' ::::::::::::::::::::
    If (LCase(Parse(0)) = "saymsg") Or (LCase(Parse(0)) = "broadcastmsg") Or (LCase(Parse(0)) = "globalmsg") Or (LCase(Parse(0)) = "playermsg") Or (LCase(Parse(0)) = "mapmsg") Or (LCase(Parse(0)) = "adminmsg") Then
        Call AddText(Parse(1), Val(Parse(2)))
        Exit Sub
    End If

Beneath it, add:
Code:
    ' ::::::::::::::
    ' :: Messages ::
    ' ::::::::::::::
    If (LCase(Parse(0)) = "mapmsg2") Then
        Bubble(Val(Parse(2))).Text = Parse(1)
        Bubble(Val(Parse(2))).Created = GetTickCount()
    Exit Sub
    End If

In modGameLogic, in the game loop, find:
Code:
' Lock the backbuffer so we can draw text and names
        TexthDC = DD_BackBuffer.GetDC
        For i = 1 To MAX_PLAYERS
              If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
                  Call BltPlayerName(i)
              End If
        Next i

Beneath it, add:
Code:
' Blit text and bubble
        For i = 1 To MAX_PLAYERS
              If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
                  If Bubble(i).Text <> "" Then
                      Call BltPlayerText(i)
                  End If
                  If GetTickCount() > Bubble(i).Created + DISPLAY_BUBBLE_TIME Then
                      Bubble(i).Text = ""
                  End If
              End If
        Next i

At the bottom of the module (modGameLogic), add:
Code:
Sub BltPlayerText(ByVal Index As Long)
Dim TextX As Long
Dim TextY As Long
Dim intLoop As Integer
Dim intLoop2 As Integer

Dim bytLineCount As Byte
Dim bytLineLength As Byte
Dim strLine(0 To MAX_LINES - 1) As String
Dim strWords() As String
strWords() = Split(Bubble(Index).Text, " ")


TextX = GetPlayerX(Index) * PIC_X + Player(Index).XOffset + Int(PIC_X) - ((DISPLAY_BUBBLE_WIDTH * 32) / 2) - 6
TextY = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - Int(PIC_Y) + 75

Call DD_BackBuffer.ReleaseDC(TexthDC)


TexthDC = DD_BackBuffer.GetDC

For intLoop = 0 To UBound(strWords)

    bytLineLength = bytLineLength + Len(strWords(intLoop)) + 1

    If bytLineLength < MAX_LINE_LENGTH Then

    strLine(bytLineCount) = strLine(bytLineCount) & strWords(intLoop) & " "
   
    Else
   
        bytLineCount = bytLineCount + 1

        If bytLineCount = MAX_LINES Then
              bytLineCount = bytLineCount - 1
        Exit For
        End If

        strLine(bytLineCount) = Trim(strWords(intLoop)) & " "
        bytLineLength = 0
    End If
Next intLoop

Call DD_BackBuffer.ReleaseDC(TexthDC)

TexthDC = DD_BackBuffer.GetDC

For intLoop = 0 To (MAX_LINES - 1)
    If strLine(intLoop) <> "" Then
        Call DrawText(TexthDC, TextX + (((DISPLAY_BUBBLE_WIDTH) * PIC_X) / 2) - ((Len(strLine(intLoop)) * 8) \ 2) - 7, TextY - 70, strLine(intLoop), QBColor(White))
        TextY = TextY + 16
    End If
Next intLoop
End Sub

That's all!

Author:  Stream [ Wed Sep 10, 2008 3:26 am ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

Not works for MS4, any fix please?

Author:  GIAKEN [ Wed Sep 10, 2008 4:54 am ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

Also why would you handle it with another packet? Just separate the mapmsg packet from the If statement and stop looking at how retardly ES does it.

Author:  Stream [ Wed Sep 10, 2008 11:42 pm ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

I put all same with the tutorial in the packer mapmsg2, but when typing not see the text over the players :/

Author:  wanai [ Tue Nov 02, 2021 6:10 am ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

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Author:  wanai [ Thu Feb 17, 2022 11:36 pm ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

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Author:  wanai [ Tue Mar 15, 2022 5:06 pm ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

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Author:  wanai [ Fri Sep 16, 2022 1:58 am ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

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Author:  wanai [ Sat Nov 05, 2022 11:40 pm ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

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Author:  wanai [ Mon Dec 12, 2022 10:42 am ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

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Author:  wanai [ Sun Feb 05, 2023 7:13 am ]
Post subject:  Re: Display Chat Text Over Player (No Bubbles)

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