fteqw/plugins/hud/ui_sbar.c
Spoike 8e0c688b58 added some makefiles
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1023 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-05-17 22:05:45 +00:00

1173 lines
22 KiB
C

#include "../plugin.h"
#define MAX_ELEMENTS 128
int K_UPARROW;
int K_DOWNARROW;
int K_LEFTARROW;
int K_RIGHTARROW;
int K_ESCAPE;
int K_MOUSE1;
int K_HOME;
int K_SHIFT;
#define MAX_CL_STATS 32
#define STAT_HEALTH 0
#define STAT_WEAPON 2
#define STAT_AMMO 3
#define STAT_ARMOR 4
#define STAT_WEAPONFRAME 5
#define STAT_SHELLS 6
#define STAT_NAILS 7
#define STAT_ROCKETS 8
#define STAT_CELLS 9
#define STAT_ACTIVEWEAPON 10
#define STAT_TOTALSECRETS 11
#define STAT_TOTALMONSTERS 12
#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
#define STAT_MONSTERS 14 // bumped by svc_killedmonster
#define STAT_ITEMS 15
//some engines can use more.
//any mod specific ones should be 31 and downwards rather than upwards.
#define IT_GUN1 (1<<0)
#define IT_GUN2 (1<<1) //the code assumes these are linear.
#define IT_GUN3 (1<<2) //be careful with strange mods.
#define IT_GUN4 (1<<3)
#define IT_GUN5 (1<<4)
#define IT_GUN6 (1<<5)
#define IT_GUN7 (1<<6)
#define IT_GUN8 (1<<7) //quake doesn't normally use this.
#define IT_AMMO1 (1<<8)
#define IT_AMMO2 (1<<9)
#define IT_AMMO3 (1<<10)
#define IT_AMMO4 (1<<11)
#define IT_GUN0 (1<<12)
#define IT_ARMOR1 (1<<13)
#define IT_ARMOR2 (1<<14)
#define IT_ARMOR3 (1<<15)
#define IT_SUPERHEALTH (1<<16)
#define IT_PUP1 (1<<17)
#define IT_PUP2 (1<<18)
#define IT_PUP3 (1<<19)
#define IT_PUP4 (1<<20)
#define IT_PUP5 (1<<21)
#define IT_PUP6 (1<<22)
#define IT_RUNE1 (1<<23)
#define IT_RUNE2 (1<<24)
#define IT_RUNE3 (1<<25)
#define IT_RUNE4 (1<<26)
//these are linear and treated the same
#define numpups 6
//the names of the cvars, as they will appear on the console
#define UI_NOSBAR "ui_defaultsbar"
#define UI_NOIBAR "ui_noibar"
#define UI_NOFLASH "ui_nosbarflash"
static char *weaponabbreviation[] = { //the postfix for the weapon anims
"shotgun",
"sshotgun",
"nailgun",
"snailgun",
"rlaunch", //grenades actually.
"srlaunch",
"lightng"
};
#define numweaps (sizeof(weaponabbreviation) / sizeof(char *))
static char *pupabbr[] = { //the postfix for the powerup anims
"key1",
"key2",
"invis",
"invul",
"suit",
"quad"
};
static char *pupabbr2[] = { //the postfix for the powerup anims
"key1",
"key2",
"invis",
"invuln",
"suit",
"quad"
};
//0 = owned, 1 selected, 2-7 flashing
static qhandle_t con_chars;
static qhandle_t pic_weapon[8][numweaps];
static qhandle_t sbarback, ibarback;
//0 = owned, 1-6 flashing
static qhandle_t pic_pup[7][numpups];
static qhandle_t pic_armour[3];
static qhandle_t pic_ammo[4];
static qhandle_t pic_rune[4];
static qhandle_t pic_num[13];
static qhandle_t pic_anum[11];
//faces
static qhandle_t pic_face[5];
static qhandle_t pic_facep[5];
static qhandle_t pic_facequad;
static qhandle_t pic_faceinvis;
static qhandle_t pic_faceinvisinvuln;
static qhandle_t pic_faceinvuln;
static qhandle_t pic_faceinvulnquad;
static int currenttime;
static int gotweapontime[numweaps];
static int gotpuptime[numpups];
float sbarminx;
float sbarminy;
float sbarscalex;
float sbarscaley;
static int hudedit;
enum {
DZ_BOTTOMLEFT,
DZ_BOTTOMRIGHT
};
typedef struct {
int width;
int height;
float defaultx; //used if couldn't load a config
float defaulty;
int defaultzone;
float defaultalpha;
void (*DrawElement)(void);
} hudelementtype_t;
void Hud_SBar(void);
void Hud_ArmourPic(void);
void Hud_ArmourBig(void);
void Hud_HealthPic(void);
void Hud_HealthBig(void);
void Hud_CurrentAmmoPic(void);
void Hud_CurrentAmmoBig(void);
void Hud_IBar(void);
void Hud_W_Shotgun(void);
void Hud_W_SuperShotgun(void);
void Hud_W_Nailgun(void);
void Hud_W_SuperNailgun(void);
void Hud_W_GrenadeLauncher(void);
void Hud_W_RocketLauncher(void);
void Hud_W_Lightning(void);
void Hud_Key1(void);
void Hud_Key2(void);
void Hud_PUPInvis(void);
void Hud_PUPInvuln(void);
void Hud_PUPSuit(void);
void Hud_PUPQuad(void);
void Hud_Rune1(void);
void Hud_Rune2(void);
void Hud_Rune3(void);
void Hud_Rune4(void);
void Hud_Shells(void);
void Hud_Nails(void);
void Hud_Rockets(void);
void Hud_Cells(void);
hudelementtype_t hetype[] = {
{
320, 24,
0, -24, DZ_BOTTOMLEFT,
0.3f,
Hud_SBar
},
{
24, 24,
0, -24, DZ_BOTTOMLEFT,
1,
Hud_ArmourPic
},
{
24*3, 24,
24, -24, DZ_BOTTOMLEFT,
1,
Hud_ArmourBig
},
{
24, 24,
112, -24, DZ_BOTTOMLEFT,
1,
Hud_HealthPic
},
{
24*3, 24,
24*6, -24, DZ_BOTTOMLEFT,
1,
Hud_HealthBig
},
{
24*3, 24,
224, -24, DZ_BOTTOMLEFT,
1,
Hud_CurrentAmmoPic
},
{
24*3, 24,
248, -24, DZ_BOTTOMLEFT,
1,
Hud_CurrentAmmoBig
},
{
320, 24,
0, -48, DZ_BOTTOMLEFT,
0.3f,
Hud_IBar
},
{
24, 16,
0, -40, DZ_BOTTOMLEFT,
1,
Hud_W_Shotgun
},
{
24, 16,
24, -40, DZ_BOTTOMLEFT,
1,
Hud_W_SuperShotgun
},
{
24, 16,
48, -40, DZ_BOTTOMLEFT,
1,
Hud_W_Nailgun
},
{
24, 16,
72, -40, DZ_BOTTOMLEFT,
1,
Hud_W_SuperNailgun
},
{
24, 16,
96, -40, DZ_BOTTOMLEFT,
1,
Hud_W_GrenadeLauncher
},
{
24, 16,
120, -40, DZ_BOTTOMLEFT,
1,
Hud_W_RocketLauncher
},
{
24, 16,
146, -40, DZ_BOTTOMLEFT,
1,
Hud_W_Lightning
},
{
24, 16,
194, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Key1
},
{
24, 16,
208, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Key2
},
{
24, 16,
224, -40, DZ_BOTTOMLEFT,
1,
Hud_PUPInvis
},
{
24, 16,
240, -40, DZ_BOTTOMLEFT,
1,
Hud_PUPInvuln
},
{
24, 16,
256, -40, DZ_BOTTOMLEFT,
1,
Hud_PUPSuit
},
{
24, 16,
272, -40, DZ_BOTTOMLEFT,
1,
Hud_PUPQuad
},
{
24, 16,
288, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune1
},
{
24, 16,
296, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune2
},
{
24, 16,
304, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune3
},
{
24, 16,
312, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune4
},
{
42, 11,
0, -48, DZ_BOTTOMLEFT,
1,
Hud_Shells
},
{
42, 11,
42, -48, DZ_BOTTOMLEFT,
1,
Hud_Nails
},
{
42, 11,
42*2, -48, DZ_BOTTOMLEFT,
1,
Hud_Rockets
},
{
42, 11,
42*3, -48, DZ_BOTTOMLEFT,
1,
Hud_Cells
}
};
typedef struct {
int type;
float x, y;
float scalex;
float scaley;
float alpha;
} hudelement_t;
hudelement_t element[MAX_ELEMENTS]; //look - Spike used a constant - that's a turn up for the books!
int numelements;
void UI_DrawPic(qhandle_t pic, int x, int y, int width, int height)
{
Draw_Image((float)x*sbarscalex+sbarminx, (float)y*sbarscaley+sbarminy, (float)width*sbarscalex, (float)height*sbarscaley, 0, 0, 1, 1, pic);
}
void UI_DrawChar(unsigned int c, int x, int y)
{
static float size = 1.0f/16.0f;
float s1 = size * (c&15);
float t1 = size * (c>>4);
Draw_Image((float)x*sbarscalex+sbarminx, (float)y*sbarscaley+sbarminy, 8*sbarscalex, 8*sbarscaley, s1, t1, s1+size, t1+size, con_chars);
}
void UI_DrawBigNumber(int num, int x, int y, qboolean red)
{
char *s;
int len;
s = va("%i", num);
len = strlen(s);
if (len < 3)
x += 24*(3-len);
else
s += len-3;
if (red)
{
while(*s)
{
if (*s == '-')
UI_DrawPic (pic_anum[10], x, y, 24, 24);
else
UI_DrawPic (pic_anum[*s-'0'], x, y, 24, 24);
s++;
x+=24;
}
}
else
{
while(*s)
{
if (*s == '-')
UI_DrawPic (pic_num[10], x, y, 24, 24);
else
UI_DrawPic (pic_num[*s-'0'], x, y, 24, 24);
s++;
x+=24;
}
}
}
void SBar_FlushAll(void)
{
numelements = 0;
}
void SBar_ReloadDefaults(void)
{
int i;
for (i = 0; i < sizeof(hetype)/sizeof(hetype[0]); i++)
{
if (hetype[i].defaultalpha)
{
if (numelements >= MAX_ELEMENTS)
break;
element[numelements].type = i;
element[numelements].alpha = hetype[i].defaultalpha;
element[numelements].scalex = 1;
element[numelements].scaley = 1;
switch(hetype[i].defaultzone)
{
case DZ_BOTTOMLEFT:
element[numelements].x = hetype[i].defaultx;
element[numelements].y = 480+hetype[i].defaulty;
break;
case DZ_BOTTOMRIGHT:
element[numelements].x = 640+hetype[i].defaultx;
element[numelements].y = 480+hetype[i].defaulty;
break;
}
numelements++;
}
}
}
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;
}