1172 lines
22 KiB
C
1172 lines
22 KiB
C
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#include "../plugin.h"
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#define MAX_ELEMENTS 128
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int K_UPARROW;
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int K_DOWNARROW;
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int K_LEFTARROW;
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int K_RIGHTARROW;
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int K_ESCAPE;
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int K_MOUSE1;
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int K_HOME;
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int K_SHIFT;
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#define MAX_CL_STATS 32
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#define STAT_HEALTH 0
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#define STAT_WEAPON 2
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#define STAT_AMMO 3
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#define STAT_ARMOR 4
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#define STAT_WEAPONFRAME 5
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#define STAT_SHELLS 6
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#define STAT_NAILS 7
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#define STAT_ROCKETS 8
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#define STAT_CELLS 9
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#define STAT_ACTIVEWEAPON 10
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#define STAT_TOTALSECRETS 11
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#define STAT_TOTALMONSTERS 12
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#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
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#define STAT_MONSTERS 14 // bumped by svc_killedmonster
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#define STAT_ITEMS 15
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//some engines can use more.
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//any mod specific ones should be 31 and downwards rather than upwards.
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#define IT_GUN1 (1<<0)
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#define IT_GUN2 (1<<1) //the code assumes these are linear.
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#define IT_GUN3 (1<<2) //be careful with strange mods.
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#define IT_GUN4 (1<<3)
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#define IT_GUN5 (1<<4)
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#define IT_GUN6 (1<<5)
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#define IT_GUN7 (1<<6)
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#define IT_GUN8 (1<<7) //quake doesn't normally use this.
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#define IT_AMMO1 (1<<8)
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#define IT_AMMO2 (1<<9)
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#define IT_AMMO3 (1<<10)
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#define IT_AMMO4 (1<<11)
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#define IT_GUN0 (1<<12)
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#define IT_ARMOR1 (1<<13)
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#define IT_ARMOR2 (1<<14)
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#define IT_ARMOR3 (1<<15)
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#define IT_SUPERHEALTH (1<<16)
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#define IT_PUP1 (1<<17)
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#define IT_PUP2 (1<<18)
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#define IT_PUP3 (1<<19)
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#define IT_PUP4 (1<<20)
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#define IT_PUP5 (1<<21)
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#define IT_PUP6 (1<<22)
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#define IT_RUNE1 (1<<23)
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#define IT_RUNE2 (1<<24)
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#define IT_RUNE3 (1<<25)
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#define IT_RUNE4 (1<<26)
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//these are linear and treated the same
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#define numpups 6
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//the names of the cvars, as they will appear on the console
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#define UI_NOSBAR "ui_defaultsbar"
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#define UI_NOIBAR "ui_noibar"
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#define UI_NOFLASH "ui_nosbarflash"
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static char *weaponabbreviation[] = { //the postfix for the weapon anims
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"shotgun",
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"sshotgun",
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"nailgun",
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"snailgun",
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"rlaunch", //grenades actually.
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"srlaunch",
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"lightng"
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};
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#define numweaps (sizeof(weaponabbreviation) / sizeof(char *))
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static char *pupabbr[] = { //the postfix for the powerup anims
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"key1",
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"key2",
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"invis",
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"invul",
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"suit",
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"quad"
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};
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static char *pupabbr2[] = { //the postfix for the powerup anims
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"key1",
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"key2",
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"invis",
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"invuln",
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"suit",
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"quad"
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};
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//0 = owned, 1 selected, 2-7 flashing
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static qhandle_t con_chars;
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static qhandle_t pic_weapon[8][numweaps];
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static qhandle_t sbarback, ibarback;
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//0 = owned, 1-6 flashing
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static qhandle_t pic_pup[7][numpups];
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static qhandle_t pic_armour[3];
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static qhandle_t pic_ammo[4];
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static qhandle_t pic_rune[4];
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static qhandle_t pic_num[13];
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static qhandle_t pic_anum[11];
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//faces
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static qhandle_t pic_face[5];
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static qhandle_t pic_facep[5];
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static qhandle_t pic_facequad;
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static qhandle_t pic_faceinvis;
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static qhandle_t pic_faceinvisinvuln;
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static qhandle_t pic_faceinvuln;
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static qhandle_t pic_faceinvulnquad;
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static int currenttime;
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static int gotweapontime[numweaps];
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static int gotpuptime[numpups];
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float sbarminx;
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float sbarminy;
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float sbarscalex;
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float sbarscaley;
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static int hudedit;
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enum {
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DZ_BOTTOMLEFT,
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DZ_BOTTOMRIGHT
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};
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typedef struct {
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int width;
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int height;
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float defaultx; //used if couldn't load a config
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float defaulty;
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int defaultzone;
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float defaultalpha;
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void (*DrawElement)(void);
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} hudelementtype_t;
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void Hud_SBar(void);
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void Hud_ArmourPic(void);
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void Hud_ArmourBig(void);
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void Hud_HealthPic(void);
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void Hud_HealthBig(void);
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void Hud_CurrentAmmoPic(void);
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void Hud_CurrentAmmoBig(void);
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void Hud_IBar(void);
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void Hud_W_Shotgun(void);
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void Hud_W_SuperShotgun(void);
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void Hud_W_Nailgun(void);
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void Hud_W_SuperNailgun(void);
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void Hud_W_GrenadeLauncher(void);
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void Hud_W_RocketLauncher(void);
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void Hud_W_Lightning(void);
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void Hud_Key1(void);
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void Hud_Key2(void);
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void Hud_PUPInvis(void);
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void Hud_PUPInvuln(void);
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void Hud_PUPSuit(void);
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void Hud_PUPQuad(void);
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void Hud_Rune1(void);
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void Hud_Rune2(void);
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void Hud_Rune3(void);
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void Hud_Rune4(void);
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void Hud_Shells(void);
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void Hud_Nails(void);
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void Hud_Rockets(void);
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void Hud_Cells(void);
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hudelementtype_t hetype[] = {
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{
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320, 24,
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0, -24, DZ_BOTTOMLEFT,
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0.3f,
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Hud_SBar
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},
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{
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24, 24,
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0, -24, DZ_BOTTOMLEFT,
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1,
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Hud_ArmourPic
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},
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{
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24*3, 24,
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24, -24, DZ_BOTTOMLEFT,
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1,
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Hud_ArmourBig
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},
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{
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24, 24,
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112, -24, DZ_BOTTOMLEFT,
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1,
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Hud_HealthPic
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},
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{
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24*3, 24,
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24*6, -24, DZ_BOTTOMLEFT,
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1,
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Hud_HealthBig
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},
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{
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24*3, 24,
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224, -24, DZ_BOTTOMLEFT,
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1,
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Hud_CurrentAmmoPic
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},
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{
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24*3, 24,
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248, -24, DZ_BOTTOMLEFT,
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1,
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Hud_CurrentAmmoBig
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},
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{
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320, 24,
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0, -48, DZ_BOTTOMLEFT,
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0.3f,
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Hud_IBar
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},
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{
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24, 16,
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0, -40, DZ_BOTTOMLEFT,
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1,
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Hud_W_Shotgun
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},
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{
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24, 16,
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24, -40, DZ_BOTTOMLEFT,
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1,
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Hud_W_SuperShotgun
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},
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{
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24, 16,
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48, -40, DZ_BOTTOMLEFT,
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1,
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Hud_W_Nailgun
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},
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{
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24, 16,
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72, -40, DZ_BOTTOMLEFT,
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1,
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Hud_W_SuperNailgun
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},
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{
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24, 16,
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96, -40, DZ_BOTTOMLEFT,
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1,
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Hud_W_GrenadeLauncher
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},
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{
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24, 16,
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120, -40, DZ_BOTTOMLEFT,
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1,
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Hud_W_RocketLauncher
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},
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{
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24, 16,
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146, -40, DZ_BOTTOMLEFT,
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1,
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Hud_W_Lightning
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},
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{
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24, 16,
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194, -40, DZ_BOTTOMLEFT,
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0.3f,
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Hud_Key1
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},
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{
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24, 16,
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208, -40, DZ_BOTTOMLEFT,
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0.3f,
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Hud_Key2
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},
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{
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24, 16,
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224, -40, DZ_BOTTOMLEFT,
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1,
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Hud_PUPInvis
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},
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{
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24, 16,
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240, -40, DZ_BOTTOMLEFT,
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1,
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Hud_PUPInvuln
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},
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{
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24, 16,
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256, -40, DZ_BOTTOMLEFT,
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1,
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Hud_PUPSuit
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},
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{
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24, 16,
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272, -40, DZ_BOTTOMLEFT,
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1,
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Hud_PUPQuad
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},
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{
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24, 16,
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288, -40, DZ_BOTTOMLEFT,
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0.3f,
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Hud_Rune1
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},
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{
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24, 16,
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296, -40, DZ_BOTTOMLEFT,
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0.3f,
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Hud_Rune2
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},
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{
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24, 16,
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304, -40, DZ_BOTTOMLEFT,
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0.3f,
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Hud_Rune3
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},
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{
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24, 16,
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312, -40, DZ_BOTTOMLEFT,
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0.3f,
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Hud_Rune4
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},
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{
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42, 11,
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0, -48, DZ_BOTTOMLEFT,
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1,
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Hud_Shells
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},
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{
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42, 11,
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42, -48, DZ_BOTTOMLEFT,
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1,
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Hud_Nails
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},
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{
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42, 11,
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42*2, -48, DZ_BOTTOMLEFT,
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1,
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Hud_Rockets
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},
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{
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42, 11,
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42*3, -48, DZ_BOTTOMLEFT,
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1,
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Hud_Cells
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}
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};
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typedef struct {
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int type;
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float x, y;
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float scalex;
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float scaley;
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float alpha;
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} hudelement_t;
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hudelement_t element[MAX_ELEMENTS]; //look - Spike used a constant - that's a turn up for the books!
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int numelements;
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void UI_DrawPic(qhandle_t pic, int x, int y, int width, int height)
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{
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Draw_Image((float)x*sbarscalex+sbarminx, (float)y*sbarscaley+sbarminy, (float)width*sbarscalex, (float)height*sbarscaley, 0, 0, 1, 1, pic);
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}
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void UI_DrawChar(unsigned int c, int x, int y)
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{
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static float size = 1.0f/16.0f;
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float s1 = size * (c&15);
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float t1 = size * (c>>4);
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Draw_Image((float)x*sbarscalex+sbarminx, (float)y*sbarscaley+sbarminy, 8*sbarscalex, 8*sbarscaley, s1, t1, s1+size, t1+size, con_chars);
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}
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void UI_DrawBigNumber(int num, int x, int y, qboolean red)
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{
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char *s;
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int len;
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s = va("%i", num);
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len = strlen(s);
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if (len < 3)
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x += 24*(3-len);
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else
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s += len-3;
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if (red)
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{
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while(*s)
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{
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if (*s == '-')
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UI_DrawPic (pic_anum[10], x, y, 24, 24);
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else
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UI_DrawPic (pic_anum[*s-'0'], x, y, 24, 24);
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s++;
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x+=24;
|
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}
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}
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else
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{
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while(*s)
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{
|
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if (*s == '-')
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UI_DrawPic (pic_num[10], x, y, 24, 24);
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else
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UI_DrawPic (pic_num[*s-'0'], x, y, 24, 24);
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s++;
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x+=24;
|
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}
|
||
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}
|
||
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}
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||
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|
||
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void SBar_FlushAll(void)
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||
|
{
|
||
|
numelements = 0;
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||
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}
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||
|
|
||
|
void SBar_ReloadDefaults(void)
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||
|
{
|
||
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int i;
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||
|
for (i = 0; i < sizeof(hetype)/sizeof(hetype[0]); i++)
|
||
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{
|
||
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if (hetype[i].defaultalpha)
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||
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{
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if (numelements >= MAX_ELEMENTS)
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break;
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element[numelements].type = i;
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element[numelements].alpha = hetype[i].defaultalpha;
|
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element[numelements].scalex = 1;
|
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element[numelements].scaley = 1;
|
||
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switch(hetype[i].defaultzone)
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{
|
||
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case DZ_BOTTOMLEFT:
|
||
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element[numelements].x = hetype[i].defaultx;
|
||
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element[numelements].y = 480+hetype[i].defaulty;
|
||
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break;
|
||
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case DZ_BOTTOMRIGHT:
|
||
|
element[numelements].x = 640+hetype[i].defaultx;
|
||
|
element[numelements].y = 480+hetype[i].defaulty;
|
||
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break;
|
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}
|
||
|
numelements++;
|
||
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}
|
||
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}
|
||
|
}
|
||
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|
||
|
void UI_SbarInit(void)
|
||
|
{
|
||
|
int i;
|
||
|
int j;
|
||
|
|
||
|
//main bar (add cvars later)
|
||
|
ibarback = Draw_LoadImage("ibar", true);
|
||
|
sbarback = Draw_LoadImage("sbar", true);
|
||
|
|
||
|
con_chars = Draw_LoadImage("conchars", true);
|
||
|
|
||
|
//load images.
|
||
|
for (i = 0; i < 10; i++)
|
||
|
{
|
||
|
pic_num[i] = Draw_LoadImage(va("num_%i", i), true);
|
||
|
pic_anum[i] = Draw_LoadImage(va("anum_%i", i), true);
|
||
|
}
|
||
|
pic_num[10] = Draw_LoadImage("num_minus", true);
|
||
|
pic_anum[10] = Draw_LoadImage("anum_minus", true);
|
||
|
pic_num[11] = Draw_LoadImage("num_colon", true);
|
||
|
pic_num[12] = Draw_LoadImage("num_slash", true);
|
||
|
|
||
|
for (i = 0; i < numweaps; i++)
|
||
|
{
|
||
|
gotweapontime[i] = 0;
|
||
|
pic_weapon[0][i] = Draw_LoadImage(va("inv_%s", weaponabbreviation[i]), true);
|
||
|
pic_weapon[1][i] = Draw_LoadImage(va("inv2_%s", weaponabbreviation[i]), true);
|
||
|
for (j = 0; j < 5; j++)
|
||
|
{
|
||
|
pic_weapon[2+j][i] = Draw_LoadImage(va("inva%i_%s", j+1, weaponabbreviation[i]), true);
|
||
|
}
|
||
|
}
|
||
|
for (i = 0; i < numpups; i++)
|
||
|
{
|
||
|
gotpuptime[i] = 0;
|
||
|
pic_pup[0][i] = Draw_LoadImage(va("sb_%s", pupabbr2[i]), true);
|
||
|
for (j = 0; j < 5; j++)
|
||
|
{
|
||
|
pic_pup[1+j][i] = Draw_LoadImage(va("sba%i_%s", j+1, pupabbr[i]), true);
|
||
|
}
|
||
|
}
|
||
|
pic_armour[0] = Draw_LoadImage("sb_armor1", true);
|
||
|
pic_armour[1] = Draw_LoadImage("sb_armor2", true);
|
||
|
pic_armour[2] = Draw_LoadImage("sb_armor3", true);
|
||
|
|
||
|
pic_ammo[0] = Draw_LoadImage("sb_shells", true);
|
||
|
pic_ammo[1] = Draw_LoadImage("sb_nails", true);
|
||
|
pic_ammo[2] = Draw_LoadImage("sb_rocket", true);
|
||
|
pic_ammo[3] = Draw_LoadImage("sb_cells", true);
|
||
|
|
||
|
pic_rune[0] = Draw_LoadImage("sb_sigil1", true);
|
||
|
pic_rune[1] = Draw_LoadImage("sb_sigil2", true);
|
||
|
pic_rune[2] = Draw_LoadImage("sb_sigil3", true);
|
||
|
pic_rune[3] = Draw_LoadImage("sb_sigil4", true);
|
||
|
|
||
|
pic_face[0] = Draw_LoadImage("face1", true);
|
||
|
pic_face[1] = Draw_LoadImage("face2", true);
|
||
|
pic_face[2] = Draw_LoadImage("face3", true);
|
||
|
pic_face[3] = Draw_LoadImage("face4", true);
|
||
|
pic_face[4] = Draw_LoadImage("face5", true);
|
||
|
|
||
|
pic_facep[0] = Draw_LoadImage("face_p1", true);
|
||
|
pic_facep[1] = Draw_LoadImage("face_p2", true);
|
||
|
pic_facep[2] = Draw_LoadImage("face_p3", true);
|
||
|
pic_facep[3] = Draw_LoadImage("face_p4", true);
|
||
|
pic_facep[4] = Draw_LoadImage("face_p5", true);
|
||
|
|
||
|
pic_facequad = Draw_LoadImage("face_quad", true);
|
||
|
pic_faceinvis = Draw_LoadImage("face_invis", true);
|
||
|
pic_faceinvisinvuln = Draw_LoadImage("face_inv2", true);
|
||
|
pic_faceinvuln = Draw_LoadImage("face_invul1", true);
|
||
|
pic_faceinvulnquad = Draw_LoadImage("face_invul2", true);
|
||
|
|
||
|
SBar_FlushAll();
|
||
|
SBar_ReloadDefaults();
|
||
|
}
|
||
|
|
||
|
unsigned int stats[MAX_CL_STATS];
|
||
|
|
||
|
void Hud_SBar(void)
|
||
|
{
|
||
|
UI_DrawPic(sbarback, 0, 0, 320, 24);
|
||
|
}
|
||
|
void Hud_ArmourPic(void)
|
||
|
{
|
||
|
if (stats[STAT_ITEMS] & IT_ARMOR3)
|
||
|
UI_DrawPic(pic_armour[2], 0, 0, 24, 24);
|
||
|
else if (stats[STAT_ITEMS] & IT_ARMOR2)
|
||
|
UI_DrawPic(pic_armour[1], 0, 0, 24, 24);
|
||
|
else if (stats[STAT_ITEMS] & IT_ARMOR1)
|
||
|
UI_DrawPic(pic_armour[0], 0, 0, 24, 24);
|
||
|
}
|
||
|
void Hud_ArmourBig(void)
|
||
|
{
|
||
|
int i = stats[STAT_ARMOR];
|
||
|
UI_DrawBigNumber(i, 0, 0, i < 25);
|
||
|
}
|
||
|
void Hud_HealthPic(void)
|
||
|
{
|
||
|
int hl;
|
||
|
|
||
|
if (stats[STAT_ITEMS] & IT_PUP3)
|
||
|
{ //invisability
|
||
|
if (stats[STAT_ITEMS] & IT_PUP4)
|
||
|
UI_DrawPic(pic_faceinvisinvuln, 0, 0, 24, 24);
|
||
|
else
|
||
|
UI_DrawPic(pic_faceinvis, 0, 0, 24, 24);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (stats[STAT_ITEMS] & IT_PUP4)
|
||
|
{ //invuln
|
||
|
if (stats[STAT_ITEMS] & IT_PUP6)
|
||
|
UI_DrawPic(pic_faceinvulnquad, 0, 0, 24, 24);
|
||
|
else
|
||
|
UI_DrawPic(pic_faceinvuln, 0, 0, 24, 24);
|
||
|
return;
|
||
|
}
|
||
|
if (stats[STAT_ITEMS] & IT_PUP6)
|
||
|
{
|
||
|
UI_DrawPic(pic_facequad, 0, 0, 24, 24);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
hl = stats[STAT_HEALTH]/20;
|
||
|
if (hl > 4)
|
||
|
hl = 4;
|
||
|
if (hl < 0)
|
||
|
hl = 0;
|
||
|
// if (innpain)
|
||
|
// UI_DrawPic(pic_facep[4-hl], 0, 0, 24, 24);
|
||
|
// else
|
||
|
UI_DrawPic(pic_face[4-hl], 0, 0, 24, 24);
|
||
|
}
|
||
|
void Hud_HealthBig(void)
|
||
|
{
|
||
|
int i = stats[STAT_HEALTH];
|
||
|
UI_DrawBigNumber(i, 0, 0, i < 25);
|
||
|
}
|
||
|
|
||
|
void Hud_CurrentAmmoPic(void)
|
||
|
{
|
||
|
if (stats[STAT_ITEMS] & IT_AMMO1)
|
||
|
UI_DrawPic(pic_ammo[0], 0, 0, 24, 24);
|
||
|
else if (stats[STAT_ITEMS] & IT_AMMO2)
|
||
|
UI_DrawPic(pic_ammo[1], 0, 0, 24, 24);
|
||
|
else if (stats[STAT_ITEMS] & IT_AMMO3)
|
||
|
UI_DrawPic(pic_ammo[2], 0, 0, 24, 24);
|
||
|
else if (stats[STAT_ITEMS] & IT_AMMO4)
|
||
|
UI_DrawPic(pic_ammo[3], 0, 0, 24, 24);
|
||
|
}
|
||
|
void Hud_CurrentAmmoBig(void)
|
||
|
{
|
||
|
int i = stats[STAT_AMMO];
|
||
|
UI_DrawBigNumber(i, 0, 0, i < 25);
|
||
|
}
|
||
|
void Hud_IBar(void)
|
||
|
{
|
||
|
UI_DrawPic(ibarback, 0, 0, 320, 24);
|
||
|
}
|
||
|
|
||
|
void Hud_Weapon(int wnum)
|
||
|
{
|
||
|
int flash;
|
||
|
if (!(stats[STAT_ITEMS] & (IT_GUN1 << wnum)) && !hudedit)
|
||
|
return;
|
||
|
if (!gotweapontime[wnum])
|
||
|
gotweapontime[wnum] = currenttime;
|
||
|
flash = (currenttime - gotweapontime[wnum])/100;
|
||
|
if (flash < 0) //errr... whoops...
|
||
|
flash = 0;
|
||
|
|
||
|
if (flash > 10)
|
||
|
{
|
||
|
if (stats[STAT_WEAPON] & (IT_GUN1 << wnum))
|
||
|
flash = 1; //selected.
|
||
|
else
|
||
|
flash = 0;
|
||
|
}
|
||
|
else
|
||
|
flash = (flash%5) + 2;
|
||
|
|
||
|
UI_DrawPic(pic_weapon[flash][wnum], 0, 0, 24, 16);
|
||
|
}
|
||
|
|
||
|
void Hud_W_Shotgun(void)
|
||
|
{
|
||
|
Hud_Weapon(0);
|
||
|
}
|
||
|
void Hud_W_SuperShotgun(void)
|
||
|
{
|
||
|
Hud_Weapon(1);
|
||
|
}
|
||
|
void Hud_W_Nailgun(void)
|
||
|
{
|
||
|
Hud_Weapon(2);
|
||
|
}
|
||
|
void Hud_W_SuperNailgun(void)
|
||
|
{
|
||
|
Hud_Weapon(3);
|
||
|
}
|
||
|
void Hud_W_GrenadeLauncher(void)
|
||
|
{
|
||
|
Hud_Weapon(4);
|
||
|
}
|
||
|
void Hud_W_RocketLauncher(void)
|
||
|
{
|
||
|
Hud_Weapon(5);
|
||
|
}
|
||
|
void Hud_W_HalfLightning(void) //left half only (needed due to LG icon being twice as wide)
|
||
|
{
|
||
|
int flash;
|
||
|
int wnum = 6;
|
||
|
|
||
|
if (!(stats[STAT_ITEMS] & (IT_GUN1 << wnum)) && !hudedit)
|
||
|
return;
|
||
|
|
||
|
if (!gotweapontime[wnum])
|
||
|
gotweapontime[wnum] = currenttime;
|
||
|
flash = (currenttime - gotweapontime[wnum])/100;
|
||
|
if (flash < 0) //errr... whoops...
|
||
|
flash = 0;
|
||
|
|
||
|
if (flash > 10)
|
||
|
{
|
||
|
if (stats[STAT_WEAPON] & (IT_GUN1 << wnum))
|
||
|
flash = 1; //selected.
|
||
|
else
|
||
|
flash = 0;
|
||
|
}
|
||
|
else
|
||
|
flash = (flash%5) + 2;
|
||
|
|
||
|
Draw_Image(sbarminx, sbarminy, (float)24*sbarscalex, (float)16*sbarscaley, 0, 0, 0.5, 1, pic_weapon[flash][wnum]);
|
||
|
}
|
||
|
void Hud_W_Lightning(void)
|
||
|
{
|
||
|
int flash;
|
||
|
int wnum = 6;
|
||
|
|
||
|
if (!(stats[STAT_ITEMS] & (IT_GUN1 << wnum)) && !hudedit)
|
||
|
return;
|
||
|
|
||
|
if (!gotweapontime[wnum])
|
||
|
gotweapontime[wnum] = currenttime;
|
||
|
flash = (currenttime - gotweapontime[wnum])/100;
|
||
|
if (flash < 0) //errr... whoops...
|
||
|
flash = 0;
|
||
|
|
||
|
if (flash > 10)
|
||
|
{
|
||
|
if (stats[STAT_WEAPON] & (IT_GUN1 << wnum))
|
||
|
flash = 1; //selected.
|
||
|
else
|
||
|
flash = 0;
|
||
|
}
|
||
|
else
|
||
|
flash = (flash%5) + 2;
|
||
|
|
||
|
UI_DrawPic(pic_weapon[flash][wnum], 0, 0, 48, 16);
|
||
|
}
|
||
|
|
||
|
void Hud_Powerup(int wnum)
|
||
|
{
|
||
|
int flash;
|
||
|
if (!(stats[STAT_ITEMS] & (IT_PUP1 << wnum)) && !hudedit)
|
||
|
return;
|
||
|
|
||
|
if (!gotpuptime[wnum])
|
||
|
gotpuptime[wnum] = currenttime;
|
||
|
flash = (currenttime - gotpuptime[wnum])/100;
|
||
|
if (flash < 0) //errr... whoops...
|
||
|
flash = 0;
|
||
|
|
||
|
if (flash > 10)
|
||
|
{
|
||
|
flash = 0;
|
||
|
}
|
||
|
else
|
||
|
flash = (flash%5) + 2;
|
||
|
|
||
|
UI_DrawPic(pic_pup[flash][wnum], 0, 0, 16, 16);
|
||
|
}
|
||
|
|
||
|
void Hud_Key1(void)
|
||
|
{
|
||
|
Hud_Powerup(0);
|
||
|
}
|
||
|
void Hud_Key2(void)
|
||
|
{
|
||
|
Hud_Powerup(1);
|
||
|
}
|
||
|
void Hud_PUPInvis(void)
|
||
|
{
|
||
|
Hud_Powerup(2);
|
||
|
}
|
||
|
void Hud_PUPInvuln(void)
|
||
|
{
|
||
|
Hud_Powerup(3);
|
||
|
}
|
||
|
void Hud_PUPSuit(void)
|
||
|
{
|
||
|
Hud_Powerup(4);
|
||
|
}
|
||
|
void Hud_PUPQuad(void)
|
||
|
{
|
||
|
Hud_Powerup(5);
|
||
|
}
|
||
|
|
||
|
void Hud_Rune1(void)
|
||
|
{
|
||
|
if (!(stats[STAT_ITEMS] & (IT_RUNE1 << 0)) && !hudedit)
|
||
|
return;
|
||
|
UI_DrawPic(pic_rune[0], 0, 0, 8, 16);
|
||
|
}
|
||
|
void Hud_Rune2(void)
|
||
|
{
|
||
|
if (!(stats[STAT_ITEMS] & (IT_RUNE1 << 1)) && !hudedit)
|
||
|
return;
|
||
|
UI_DrawPic(pic_rune[1], 0, 0, 8, 16);
|
||
|
}
|
||
|
void Hud_Rune3(void)
|
||
|
{
|
||
|
if (!(stats[STAT_ITEMS] & (IT_RUNE1 << 2)) && !hudedit)
|
||
|
return;
|
||
|
UI_DrawPic(pic_rune[2], 0, 0, 8, 16);
|
||
|
}
|
||
|
void Hud_Rune4(void)
|
||
|
{
|
||
|
if (!(stats[STAT_ITEMS] & (IT_RUNE1 << 3)) && !hudedit)
|
||
|
return;
|
||
|
UI_DrawPic(pic_rune[3], 0, 0, 8, 16);
|
||
|
}
|
||
|
|
||
|
void Hud_Ammo(int type)
|
||
|
{
|
||
|
int num;
|
||
|
Draw_Image(sbarminx, sbarminy, (float)42*sbarscalex, (float)11*sbarscaley, (3+(type*48))/320.0f, 0, (3+(type*48)+42)/320.0f, 11/24.0f, ibarback);
|
||
|
|
||
|
num = stats[STAT_SHELLS+type];
|
||
|
UI_DrawChar(num%10+18, 19, 0);
|
||
|
num/=10;
|
||
|
if (num%10)
|
||
|
UI_DrawChar(num%10+18, 11, 0);
|
||
|
num/=10;
|
||
|
if (num%10)
|
||
|
UI_DrawChar(num%10+18, 3, 0);
|
||
|
}
|
||
|
void Hud_Shells(void)
|
||
|
{
|
||
|
Hud_Ammo(0);
|
||
|
}
|
||
|
void Hud_Nails(void)
|
||
|
{
|
||
|
Hud_Ammo(1);
|
||
|
}
|
||
|
void Hud_Rockets(void)
|
||
|
{
|
||
|
Hud_Ammo(2);
|
||
|
}
|
||
|
void Hud_Cells(void)
|
||
|
{
|
||
|
Hud_Ammo(3);
|
||
|
}
|
||
|
|
||
|
//draw cody of sbar
|
||
|
//arg[0] is playernum
|
||
|
//arg[1]/arg[2] is x/y start of subwindow
|
||
|
//arg[3]/arg[4] is width/height of subwindow
|
||
|
int UI_StatusBar(int *arg)
|
||
|
{
|
||
|
// int flash;
|
||
|
int i;
|
||
|
// int x;
|
||
|
// char *s;
|
||
|
// unsigned int items;
|
||
|
// unsigned int weapon;
|
||
|
// int mx, my;
|
||
|
|
||
|
// qboolean noflash = Cvar_GetFloat(UI_NOFLASH);
|
||
|
|
||
|
float vsx, vsy;
|
||
|
|
||
|
CL_GetStats(arg[0], stats, sizeof(stats)/sizeof(int));
|
||
|
|
||
|
vsx = arg[3]/640.0f;
|
||
|
vsy = arg[4]/480.0f;
|
||
|
for (i = 0; i < numelements; i++)
|
||
|
{
|
||
|
sbarminx = arg[1] + element[i].x*vsx;
|
||
|
sbarminy = arg[2] + element[i].y*vsy;
|
||
|
sbarscalex = element[i].scalex*vsx;
|
||
|
sbarscaley = element[i].scaley*vsy;
|
||
|
hetype[element[i].type].DrawElement();
|
||
|
}
|
||
|
/*
|
||
|
items = stats[STAT_ITEMS];
|
||
|
weapon = stats[STAT_WEAPON];
|
||
|
|
||
|
//background of sbar
|
||
|
UI_DrawPic(sbarback, 0, vid.height-24, 320, 24);
|
||
|
|
||
|
//armour quant
|
||
|
i = stats[STAT_ARMOR];
|
||
|
UI_DrawBigNumber(i, 24, vid.height-24, i < 25);
|
||
|
|
||
|
//armour pic
|
||
|
if (items & IT_ARMOR3)
|
||
|
UI_DrawPic(pic_armour[2], 0, vid.height-24, 24, 24);
|
||
|
else if (items & IT_ARMOR2)
|
||
|
UI_DrawPic(pic_armour[1], 0, vid.height-24, 24, 24);
|
||
|
else if (items & IT_ARMOR1)
|
||
|
UI_DrawPic(pic_armour[0], 0, vid.height-24, 24, 24);
|
||
|
|
||
|
//health quant
|
||
|
i = stats[STAT_HEALTH];
|
||
|
UI_DrawBigNumber(i, 24*6, vid.height-24, i < 25);
|
||
|
|
||
|
//faces
|
||
|
//FIXME: implement
|
||
|
|
||
|
if (Cvar_GetFloat(UI_NOIBAR))
|
||
|
return true;
|
||
|
|
||
|
//back of ibar
|
||
|
UI_DrawPic(ibarback, 0, vid.height-24-24, 320, 24);
|
||
|
|
||
|
//weapons
|
||
|
for (i = 0; i < numweaps; i++)
|
||
|
{
|
||
|
if (items & (IT_GUN1 << i))
|
||
|
{
|
||
|
if (!gotweapontime[i])
|
||
|
gotweapontime[i] = time;
|
||
|
flash = (int)((time - gotweapontime[i])*10);
|
||
|
if (flash < 0) //errr... whoops...
|
||
|
flash = 0;
|
||
|
|
||
|
if (flash > 10 || noflash)
|
||
|
{
|
||
|
if (weapon & (IT_GUN1 << i))
|
||
|
flash = 1; //selected.
|
||
|
else
|
||
|
flash = 0;
|
||
|
}
|
||
|
else
|
||
|
flash = (flash%5) + 2;
|
||
|
|
||
|
if (i == 6)
|
||
|
UI_DrawPic(pic_weapon[flash][i], 24*i, vid.height-16-24, 48, 16);
|
||
|
else
|
||
|
UI_DrawPic(pic_weapon[flash][i], 24*i, vid.height-16-24, 24, 16);
|
||
|
}
|
||
|
else
|
||
|
gotweapontime[i] = 0;
|
||
|
}
|
||
|
|
||
|
//currentammo
|
||
|
//FIXME: implement
|
||
|
|
||
|
//powerups
|
||
|
for (i = 0; i < numpups; i++)
|
||
|
{
|
||
|
if (items & (IT_PUP1 << i))
|
||
|
{
|
||
|
if (!gotpuptime[i])
|
||
|
gotpuptime[i] = time;
|
||
|
flash = (int)((time - gotpuptime[i])*10);
|
||
|
if (flash < 0) //errr... whoops...
|
||
|
flash = 0;
|
||
|
|
||
|
if (flash > 10 || noflash)
|
||
|
{
|
||
|
flash = 0;
|
||
|
}
|
||
|
else
|
||
|
flash = (flash%5) + 1;
|
||
|
|
||
|
UI_DrawPic(pic_pup[flash][i], (24*8)+(16*i), vid.height-16-24, 16, 16);
|
||
|
}
|
||
|
else
|
||
|
gotpuptime[i] = 0;
|
||
|
}
|
||
|
|
||
|
//runes
|
||
|
//FIXME: implement
|
||
|
|
||
|
//ammo counts
|
||
|
for (i = 0; i < 4; i++)
|
||
|
{
|
||
|
s = va("%i", stats[STAT_SHELLS+i]);
|
||
|
|
||
|
x = (6*i+1)*8;
|
||
|
|
||
|
flash = strlen(s);
|
||
|
if (flash < 3)
|
||
|
x += 8*(3-flash);
|
||
|
else
|
||
|
s += flash-3;
|
||
|
|
||
|
|
||
|
while(*s)
|
||
|
{
|
||
|
UI_DrawChar((unsigned)*s + 18 - '0', x, vid.height-24-24);
|
||
|
s++;
|
||
|
x+=8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//small 4player scorecard
|
||
|
//FIXME: implement
|
||
|
*/
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
int currentitem;
|
||
|
qboolean mousedown, shiftdown;
|
||
|
float mouseofsx, mouseofsy;
|
||
|
|
||
|
void UI_KeyPress(int key, int mx, int my)
|
||
|
{
|
||
|
int i;
|
||
|
if (key == K_ESCAPE)
|
||
|
{
|
||
|
Menu_Control(0);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (key == K_MOUSE1)
|
||
|
{ //figure out which one our cursor is over...
|
||
|
mousedown = false;
|
||
|
|
||
|
for (i = 0; i < numelements; i++)
|
||
|
{
|
||
|
if (element[i].x < mx &&
|
||
|
element[i].y < my &&
|
||
|
element[i].x + element[i].scalex*hetype[element[i].type].width > mx &&
|
||
|
element[i].y + element[i].scaley*hetype[element[i].type].height > my)
|
||
|
{
|
||
|
mouseofsx = mx - element[i].x;
|
||
|
mouseofsy = my - element[i].y;
|
||
|
mousedown = true;
|
||
|
currentitem = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (key == 'i')
|
||
|
{
|
||
|
if (numelements==MAX_ELEMENTS)
|
||
|
return; //too many
|
||
|
|
||
|
element[numelements].scalex = 1;
|
||
|
element[numelements].scaley = 1;
|
||
|
element[numelements].alpha = 1;
|
||
|
numelements++;
|
||
|
}
|
||
|
else if (currentitem < numelements)
|
||
|
{
|
||
|
if (key == K_SHIFT)
|
||
|
shiftdown = true;
|
||
|
else if (key == 'd')
|
||
|
{
|
||
|
mousedown = false;
|
||
|
memcpy(element+currentitem, element+currentitem+1, sizeof(element[0]) * (numelements - currentitem-1));
|
||
|
numelements--;
|
||
|
currentitem = 0;
|
||
|
}
|
||
|
else if (key == 'q')
|
||
|
{
|
||
|
element[currentitem].type--;
|
||
|
if (element[currentitem].type < 0)
|
||
|
element[currentitem].type = sizeof(hetype)/sizeof(hetype[0])-1;
|
||
|
}
|
||
|
else if (key == 'w')
|
||
|
{
|
||
|
element[currentitem].type++;
|
||
|
if (element[currentitem].type >= sizeof(hetype)/sizeof(hetype[0]))
|
||
|
element[currentitem].type = 0;
|
||
|
}
|
||
|
else if (key == K_UPARROW)
|
||
|
{
|
||
|
element[currentitem].y-=shiftdown?8:1;
|
||
|
}
|
||
|
else if (key == K_DOWNARROW)
|
||
|
{
|
||
|
element[currentitem].y+=shiftdown?8:1;
|
||
|
}
|
||
|
else if (key == K_LEFTARROW)
|
||
|
{
|
||
|
element[currentitem].x-=shiftdown?8:1;
|
||
|
}
|
||
|
else if (key == K_RIGHTARROW)
|
||
|
{
|
||
|
element[currentitem].x+=shiftdown?8:1;
|
||
|
}
|
||
|
else if (key == K_HOME)
|
||
|
{
|
||
|
element[currentitem].scalex=1.0f;
|
||
|
element[currentitem].scaley=1.0f;
|
||
|
}
|
||
|
else if (key == '+')
|
||
|
{
|
||
|
element[currentitem].scalex*=1.1f;
|
||
|
element[currentitem].scaley*=1.1f;
|
||
|
}
|
||
|
else if (key == '-')
|
||
|
{
|
||
|
element[currentitem].scalex/=1.1f;
|
||
|
element[currentitem].scaley/=1.1f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int Plug_MenuEvent(int *args)
|
||
|
{
|
||
|
int altargs[5];
|
||
|
|
||
|
args[2]=(int)(args[2]*640.0f/vid.width);
|
||
|
args[3]=(int)(args[3]*480.0f/vid.height);
|
||
|
|
||
|
switch(args[0])
|
||
|
{
|
||
|
case 0: //draw
|
||
|
|
||
|
if (mousedown)
|
||
|
{
|
||
|
element[currentitem].x = args[2] - mouseofsx;
|
||
|
element[currentitem].y = args[3] - mouseofsy;
|
||
|
if (shiftdown)
|
||
|
{
|
||
|
element[currentitem].x -= (int)element[currentitem].x & 7;
|
||
|
element[currentitem].y -= (int)element[currentitem].y & 7;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hudedit = !!(currenttime/250)&3;
|
||
|
|
||
|
altargs[0] = 0;
|
||
|
altargs[1] = 0;
|
||
|
altargs[2] = 0;
|
||
|
altargs[3] = vid.width;
|
||
|
altargs[4] = vid.height;
|
||
|
UI_StatusBar(altargs); //draw it using the same function (we're lazy)
|
||
|
|
||
|
if ((currenttime/250)&1)
|
||
|
Draw_Fill( (int)element[currentitem].x, (int)element[currentitem].y,
|
||
|
(int)(element[currentitem].scalex*hetype[element[currentitem].type].width),
|
||
|
(int)(element[currentitem].scaley*hetype[element[currentitem].type].height));
|
||
|
break;
|
||
|
case 1: //keydown
|
||
|
UI_KeyPress(args[1], args[2], args[3]);
|
||
|
break;
|
||
|
case 2: //keyup
|
||
|
if (args[1] == K_MOUSE1)
|
||
|
mousedown = false;
|
||
|
else if (args[1] == K_SHIFT)
|
||
|
shiftdown = false;
|
||
|
break;
|
||
|
case 3: //menu closed (this is called even if we change it).
|
||
|
hudedit = false;
|
||
|
break;
|
||
|
case 4: //mousemove
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int Plug_Tick(int *args)
|
||
|
{
|
||
|
currenttime = args[0];
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
int Plug_ExecuteCommand(int *args)
|
||
|
{
|
||
|
char cmd[256];
|
||
|
Cmd_Argv(0, cmd, sizeof(cmd));
|
||
|
if (!strcmp("sbar_edit", cmd))
|
||
|
{
|
||
|
Menu_Control(1);
|
||
|
mousedown=false;
|
||
|
return 1;
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int Plug_Init(int *args)
|
||
|
{
|
||
|
if (Plug_Export("Tick", Plug_Tick) &&
|
||
|
Plug_Export("SbarBase", UI_StatusBar) &&
|
||
|
Plug_Export("ExecuteCommand", Plug_ExecuteCommand) &&
|
||
|
Plug_Export("MenuEvent", Plug_MenuEvent))
|
||
|
{
|
||
|
UI_SbarInit();
|
||
|
|
||
|
K_UPARROW = Key_GetKeyCode("uparrow");
|
||
|
K_DOWNARROW = Key_GetKeyCode("downarrow");
|
||
|
K_LEFTARROW = Key_GetKeyCode("leftarrow");
|
||
|
K_RIGHTARROW = Key_GetKeyCode("rightarrow");
|
||
|
K_ESCAPE = Key_GetKeyCode("escape");
|
||
|
K_HOME = Key_GetKeyCode("home");
|
||
|
K_MOUSE1 = Key_GetKeyCode("mouse1");
|
||
|
K_SHIFT = Key_GetKeyCode("shift");
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|