jedi-academy/code/cgame/cg_draw.cpp

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2013-04-19 02:52:48 +00:00
// cg_draw.c -- draw all of the graphical elements during
// active (after loading) gameplay
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h"
2013-04-19 03:47:29 +00:00
#include "../game/objectives.h"
#include "../game/g_vehicles.h"
#include "../game/g_local.h"
2013-04-19 02:52:48 +00:00
#ifdef _XBOX
#include "../client/fffx.h"
#endif
extern vmCvar_t cg_debugHealthBars;
extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
void CG_DrawIconBackground(void);
void CG_DrawMissionInformation( void );
void CG_DrawInventorySelect( void );
void CG_DrawForceSelect( void );
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y);
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y);
extern float g_crosshairEntDist;
extern int g_crosshairSameEntTime;
extern int g_crosshairEntNum;
extern int g_crosshairEntTime;
qboolean cg_forceCrosshair = qfalse;
// bad cheating
extern int g_rocketLockEntNum;
extern int g_rocketLockTime;
extern int g_rocketSlackTime;
vec3_t vfwd;
vec3_t vright;
vec3_t vup;
vec3_t vfwd_n;
vec3_t vright_n;
vec3_t vup_n;
int infoStringCount;
int cgRageTime = 0;
int cgRageFadeTime = 0;
float cgRageFadeVal = 0;
int cgRageRecTime = 0;
int cgRageRecFadeTime = 0;
float cgRageRecFadeVal = 0;
int cgAbsorbTime = 0;
int cgAbsorbFadeTime = 0;
float cgAbsorbFadeVal = 0;
int cgProtectTime = 0;
int cgProtectFadeTime = 0;
float cgProtectFadeVal = 0;
//===============================================================
/*
================
CG_DrawMessageLit
================
*/
static void CG_DrawMessageLit(centity_t *cent,int x,int y)
{
cgi_R_SetColor(colorTable[CT_WHITE]);
if (cg.missionInfoFlashTime > cg.time )
{
if (!((cg.time / 600 ) & 1))
{
if (!cg.messageLitActive)
{
/*
kef 4/16/03 -- as fun as this was, its time has passed. I will, however, hijack this cvar at James'
recommendation and use it for another nefarious purpose
if (cg_neverHearThatDumbBeepingSoundAgain.integer == 0)
{
cgi_S_StartSound( NULL, 0, CHAN_AUTO, cgs.media.messageLitSound );
}
*/
cg.messageLitActive = qtrue;
}
cgi_R_SetColor(colorTable[CT_HUD_RED]);
CG_DrawPic( x + 33,y + 41, 16,16, cgs.media.messageLitOn);
}
else
{
cg.messageLitActive = qfalse;
}
}
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic( x + 33,y + 41, 16,16, cgs.media.messageLitOff);
}
/*
================
CG_DrawForcePower
Draw the force power graphics (tics) and the force power numeric amount. Any tics that are partial will
be alphaed out.
================
*/
static void CG_DrawForcePower(const centity_t *cent,const int xPos,const int yPos)
{
int i;
qboolean flash=qfalse;
vec4_t calcColor;
float value,extra=0,inc,percent;
if ( !cent->gent->client->ps.forcePowersKnown )
{
return;
}
// Make the hud flash by setting forceHUDTotalFlashTime above cg.time
if (cg.forceHUDTotalFlashTime > cg.time )
{
flash = qtrue;
if (cg.forceHUDNextFlashTime < cg.time)
{
cg.forceHUDNextFlashTime = cg.time + 400;
cgi_S_StartSound( NULL, 0, CHAN_AUTO, cgs.media.noforceSound );
if (cg.forceHUDActive)
{
cg.forceHUDActive = qfalse;
}
else
{
cg.forceHUDActive = qtrue;
}
}
}
else // turn HUD back on if it had just finished flashing time.
{
cg.forceHUDNextFlashTime = 0;
cg.forceHUDActive = qtrue;
}
// I left the funtionality for flashing in because I might be needed yet.
// if (!cg.forceHUDActive)
// {
// return;
// }
inc = (float) cent->gent->client->ps.forcePowerMax / MAX_HUD_TICS;
value = cent->gent->client->ps.forcePower;
if ( value > cent->gent->client->ps.forcePowerMax )
{//supercharged with force
extra = value - cent->gent->client->ps.forcePowerMax;
value = cent->gent->client->ps.forcePowerMax;
}
for (i=MAX_HUD_TICS-1;i>=0;i--)
{
if ( extra )
{//supercharged
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
percent = 0.75f + (sin( cg.time * 0.005f )*((extra/cent->gent->client->ps.forcePowerMax)*0.25f));
calcColor[0] *= percent;
calcColor[1] *= percent;
calcColor[2] *= percent;
}
else if ( value <= 0 ) // no more
{
break;
}
else if (value < inc) // partial tic
{
if (flash)
{
memcpy(calcColor, colorTable[CT_RED], sizeof(vec4_t));
}
else
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
}
percent = value / inc;
calcColor[3] = percent;
}
else
{
if (flash)
{
memcpy(calcColor, colorTable[CT_RED], sizeof(vec4_t));
}
else
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
}
}
cgi_R_SetColor( calcColor);
CG_DrawPic( forceTics[i].xPos,
forceTics[i].yPos,
forceTics[i].width,
forceTics[i].height,
forceTics[i].background );
value -= inc;
}
if (flash)
{
cgi_R_SetColor( colorTable[CT_RED] );
}
else
{
cgi_R_SetColor( otherHUDBits[OHB_FORCEAMOUNT].color );
}
// Print force numeric amount
CG_DrawNumField (
otherHUDBits[OHB_FORCEAMOUNT].xPos,
otherHUDBits[OHB_FORCEAMOUNT].yPos,
3,
cent->gent->client->ps.forcePower,
otherHUDBits[OHB_FORCEAMOUNT].width,
otherHUDBits[OHB_FORCEAMOUNT].height,
NUM_FONT_SMALL,
qfalse);
}
/*
================
CG_DrawSaberStyle
If the weapon is a light saber (which needs no ammo) then draw a graphic showing
the saber style (fast, medium, strong)
================
*/
static void CG_DrawSaberStyle(const centity_t *cent,const int xPos,const int yPos)
{
int index;
if (!cent->currentState.weapon ) // We don't have a weapon right now
{
return;
}
if ( cent->currentState.weapon != WP_SABER || !cent->gent )
{
return;
}
cgi_R_SetColor( colorTable[CT_WHITE] );
if ( !cg.saberAnimLevelPending && cent->gent->client )
{//uninitialized after a loadgame, cheat across and get it
cg.saberAnimLevelPending = cent->gent->client->ps.saberAnimLevel;
}
// don't need to draw ammo, but we will draw the current saber style in this window
if (cg.saberAnimLevelPending == SS_FAST
|| cg.saberAnimLevelPending == SS_TAVION )
{
index = OHB_SABERSTYLE_FAST;
}
else if (cg.saberAnimLevelPending == SS_MEDIUM
|| cg.saberAnimLevelPending == SS_DUAL
|| cg.saberAnimLevelPending == SS_STAFF )
{
index = OHB_SABERSTYLE_MEDIUM;
}
else
{
index = OHB_SABERSTYLE_STRONG;
}
cgi_R_SetColor( otherHUDBits[index].color);
CG_DrawPic(
otherHUDBits[index].xPos,
otherHUDBits[index].yPos,
otherHUDBits[index].width,
otherHUDBits[index].height,
otherHUDBits[index].background
);
}
/*
================
CG_DrawAmmo
Draw the ammo graphics (tics) and the ammo numeric amount. Any tics that are partial will
be alphaed out.
================
*/
static void CG_DrawAmmo(const centity_t *cent,const int xPos,const int yPos)
{
playerState_t *ps;
int i;
vec4_t calcColor;
float currValue=0,inc;
if (!cent->currentState.weapon ) // We don't have a weapon right now
{
return;
}
if ( cent->currentState.weapon == WP_STUN_BATON )
{
return;
}
ps = &cg.snap->ps;
currValue = ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
if (currValue < 0) // No ammo
{
return;
}
//
// ammo
//
if (cg.oldammo < currValue)
{
cg.oldAmmoTime = cg.time + 200;
}
cg.oldammo = currValue;
// Determine the color of the numeric field
// Firing or reloading?
if (( cg.predicted_player_state.weaponstate == WEAPON_FIRING
&& cg.predicted_player_state.weaponTime > 100 ))
{
memcpy(calcColor, colorTable[CT_LTGREY], sizeof(vec4_t));
}
else
{
if ( currValue > 0 )
{
if (cg.oldAmmoTime > cg.time)
{
memcpy(calcColor, colorTable[CT_YELLOW], sizeof(vec4_t));
}
else
{
memcpy(calcColor, otherHUDBits[OHB_AMMOAMOUNT].color, sizeof(vec4_t));
}
}
else
{
memcpy(calcColor, colorTable[CT_RED], sizeof(vec4_t));
}
}
// Print number amount
cgi_R_SetColor( calcColor );
CG_DrawNumField (
otherHUDBits[OHB_AMMOAMOUNT].xPos,
otherHUDBits[OHB_AMMOAMOUNT].yPos,
3,
ps->ammo[weaponData[cent->currentState.weapon].ammoIndex],
otherHUDBits[OHB_AMMOAMOUNT].width,
otherHUDBits[OHB_AMMOAMOUNT].height,
NUM_FONT_SMALL,
qfalse);
inc = (float) ammoData[weaponData[cent->currentState.weapon].ammoIndex].max / MAX_HUD_TICS;
currValue =ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
for (i=MAX_HUD_TICS-1;i>=0;i--)
{
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
memcpy(calcColor, ammoTics[i].color, sizeof(vec4_t));
float percent = currValue / inc;
calcColor[3] *= percent;
}
cgi_R_SetColor( calcColor);
CG_DrawPic( ammoTics[i].xPos,
ammoTics[i].yPos,
ammoTics[i].width,
ammoTics[i].height,
ammoTics[i].background );
currValue -= inc;
}
}
/*
================
CG_DrawHealth
================
*/
static void CG_DrawHealth(const int x,const int y,const int w,const int h)
{
vec4_t calcColor;
playerState_t *ps = &cg.snap->ps;
// Print all the tics of the health graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
float inc = (float) ps->stats[STAT_MAX_HEALTH] / MAX_HUD_TICS;
float currValue = ps->stats[STAT_HEALTH];
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
int i;
for (i=(MAX_HUD_TICS-1);i>=0;i--)
{
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
memcpy(calcColor, healthTics[i].color, sizeof(vec4_t));
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor);
CG_DrawPic(
healthTics[i].xPos,
healthTics[i].yPos,
healthTics[i].width,
healthTics[i].height,
healthTics[i].background
);
currValue -= inc;
}
// Print force health amount
cgi_R_SetColor( otherHUDBits[OHB_HEALTHAMOUNT].color );
CG_DrawNumField (
otherHUDBits[OHB_HEALTHAMOUNT].xPos,
otherHUDBits[OHB_HEALTHAMOUNT].yPos,
3,
ps->stats[STAT_HEALTH],
otherHUDBits[OHB_HEALTHAMOUNT].width,
otherHUDBits[OHB_HEALTHAMOUNT].height,
NUM_FONT_SMALL,
qfalse);
}
/*
================
CG_DrawArmor
Draw the armor graphics (tics) and the armor numeric amount. Any tics that are partial will
be alphaed out.
================
*/
static void CG_DrawArmor(const int x,const int y,const int w,const int h)
{
vec4_t calcColor;
playerState_t *ps = &cg.snap->ps;
// Print all the tics of the armor graphic
// Look at the amount of armor left and show only as much of the graphic as there is armor.
// Use alpha to fade out partial section of armor
// MAX_HEALTH is the same thing as max armor
float inc = (float) ps->stats[STAT_MAX_HEALTH] / MAX_HUD_TICS;
float currValue = ps->stats[STAT_ARMOR];
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
int i;
for (i=(MAX_HUD_TICS-1);i>=0;i--)
{
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
memcpy(calcColor, armorTics[i].color, sizeof(vec4_t));
float percent = currValue / inc;
calcColor[3] *= percent;
}
cgi_R_SetColor( calcColor);
if ((i==(MAX_HUD_TICS-1)) && (currValue < inc))
{
if (cg.HUDArmorFlag)
{
CG_DrawPic(
armorTics[i].xPos,
armorTics[i].yPos,
armorTics[i].width,
armorTics[i].height,
armorTics[i].background
);
}
}
else
{
CG_DrawPic(
armorTics[i].xPos,
armorTics[i].yPos,
armorTics[i].width,
armorTics[i].height,
armorTics[i].background
);
}
currValue -= inc;
}
// Print armor amount
cgi_R_SetColor( otherHUDBits[OHB_ARMORAMOUNT].color );
CG_DrawNumField (
otherHUDBits[OHB_ARMORAMOUNT].xPos,
otherHUDBits[OHB_ARMORAMOUNT].yPos,
3,
ps->stats[STAT_ARMOR],
otherHUDBits[OHB_ARMORAMOUNT].width,
otherHUDBits[OHB_ARMORAMOUNT].height,
NUM_FONT_SMALL,
qfalse);
// If armor is low, flash a graphic to warn the player
if (ps->stats[STAT_ARMOR]) // Is there armor? Draw the HUD Armor TIC
{
float quarterArmor = (float) (ps->stats[STAT_MAX_HEALTH] / 4.0f);
// Make tic flash if armor is at 25% of full armor
if (ps->stats[STAT_ARMOR] < quarterArmor) // Do whatever the flash timer says
{
if (cg.HUDTickFlashTime < cg.time) // Flip at the same time
{
cg.HUDTickFlashTime = cg.time + 400;
if (cg.HUDArmorFlag)
{
cg.HUDArmorFlag = qfalse;
}
else
{
cg.HUDArmorFlag = qtrue;
}
}
}
else
{
cg.HUDArmorFlag=qtrue;
}
}
else // No armor? Don't show it.
{
cg.HUDArmorFlag=qfalse;
}
}
#define MAX_VHUD_SHIELD_TICS 12
#define MAX_VHUD_SPEED_TICS 5
#define MAX_VHUD_ARMOR_TICS 5
#define MAX_VHUD_AMMO_TICS 5
static void CG_DrawVehicleSheild( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height,i;
vec4_t color,calcColor;
qhandle_t background;
char itemName[64];
float inc, currValue,maxHealth;
//riding some kind of living creature
if ( pVeh->m_pVehicleInfo->type == VH_ANIMAL || pVeh->m_pVehicleInfo->type == VH_FLIER )
{
maxHealth = 100.0f;
currValue = pVeh->m_pParentEntity->health;
}
else //normal vehicle
{
maxHealth = pVeh->m_pVehicleInfo->armor;
currValue = pVeh->m_iArmor;
}
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"shieldbackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxHealth / MAX_VHUD_SHIELD_TICS;
for (i=1;i <= MAX_VHUD_SHIELD_TICS;i++)
{
sprintf( itemName, "shield_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
memcpy(calcColor, color, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor);
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
// The HUD.menu file has the graphic print with a negative height, so it will print from the bottom up.
static void CG_DrawVehicleTurboRecharge( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height;
qhandle_t background;
vec4_t color;
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"turborecharge",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
float percent=0.0f;
int diff = ( cg.time - pVeh->m_iTurboTime );
// Calc max time
if (diff > pVeh->m_pVehicleInfo->turboRecharge)
{
percent = 1.0f;
cgi_R_SetColor( colorTable[CT_GREEN] );
}
else
{
percent = (float) diff / pVeh->m_pVehicleInfo->turboRecharge;
if (percent < 0.0f)
{
percent = 0.0f;
}
cgi_R_SetColor( colorTable[CT_RED] );
}
height *= percent;
CG_DrawPic(xPos,yPos, width, height, cgs.media.whiteShader); // Top
}
}
static void CG_DrawVehicleSpeed( const centity_t *cent, const Vehicle_t *pVeh, const char *entHud )
{
int xPos,yPos,width,height;
qhandle_t background;
gentity_t *parent = pVeh->m_pParentEntity;
playerState_t *parentPS = &parent->client->ps;
float currValue,maxSpeed;
vec4_t color,calcColor;
float inc;
int i;
char itemName[64];
if (cgi_UI_GetMenuItemInfo(
entHud,
"speedbackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
maxSpeed = pVeh->m_pVehicleInfo->speedMax;
currValue = parentPS->speed;
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxSpeed / MAX_VHUD_SPEED_TICS;
for (i=1;i<=MAX_VHUD_SPEED_TICS;i++)
{
sprintf( itemName, "speed_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
entHud,
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
if ( level.time > pVeh->m_iTurboTime )
{
memcpy(calcColor, color, sizeof(vec4_t));
}
else // In turbo mode
{
if (cg.VHUDFlashTime < cg.time)
{
cg.VHUDFlashTime = cg.time + 400;
if (cg.VHUDTurboFlag)
{
cg.VHUDTurboFlag = qfalse;
}
else
{
cg.VHUDTurboFlag = qtrue;
}
}
if (cg.VHUDTurboFlag)
{
memcpy(calcColor, colorTable[CT_LTRED1], sizeof(vec4_t));
}
else
{
memcpy(calcColor, color, sizeof(vec4_t));
}
}
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor);
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
static void CG_DrawVehicleArmor( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height,i;
qhandle_t background;
char itemName[64];
float inc, currValue,maxArmor;
vec4_t color,calcColor;
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"armorbackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
maxArmor = pVeh->m_iArmor;
currValue = pVeh->m_pVehicleInfo->armor;
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxArmor / MAX_VHUD_ARMOR_TICS;
for (i=1;i<=MAX_VHUD_ARMOR_TICS;i++)
{
sprintf( itemName, "armor_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
memcpy(calcColor, color, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor);
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
static void CG_DrawVehicleAmmo( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height,i;
qhandle_t background;
char itemName[64];
float inc, currValue,maxAmmo;
vec4_t color,calcColor;
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"ammobackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
maxAmmo = pVeh->m_pVehicleInfo->weapon[0].ammoMax;
currValue = pVeh->weaponStatus[0].ammo;
inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS;
for (i=1;i<=MAX_VHUD_AMMO_TICS;i++)
{
sprintf( itemName, "ammo_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
memcpy(calcColor, color, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor );
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
static void CG_DrawVehicleAmmoUpper( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height,i;
qhandle_t background;
char itemName[64];
float inc, currValue,maxAmmo;
vec4_t color,calcColor;
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"ammoupperbackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
maxAmmo = pVeh->m_pVehicleInfo->weapon[0].ammoMax;
currValue = pVeh->weaponStatus[0].ammo;
inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS;
for (i=1;i<MAX_VHUD_AMMO_TICS;i++)
{
sprintf( itemName, "ammoupper_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
memcpy(calcColor, color, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor );
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
static void CG_DrawVehicleAmmoLower( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height,i;
qhandle_t background;
char itemName[64];
float inc, currValue,maxAmmo;
vec4_t color,calcColor;
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"ammolowerbackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
maxAmmo = pVeh->m_pVehicleInfo->weapon[1].ammoMax;
currValue = pVeh->weaponStatus[1].ammo;
inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS;
for (i=1;i<MAX_VHUD_AMMO_TICS;i++)
{
sprintf( itemName, "ammolower_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
memcpy(calcColor, color, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor );
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
static void CG_DrawVehicleHud( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height;
vec4_t color;
qhandle_t background;
CG_DrawVehicleTurboRecharge( cent, pVeh );
// Draw frame
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"leftframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"rightframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
CG_DrawVehicleSheild( cent, pVeh );
CG_DrawVehicleSpeed( cent, pVeh, "swoopvehiclehud" );
CG_DrawVehicleArmor( cent, pVeh );
CG_DrawVehicleAmmo( cent, pVeh );
if (0)
{
CG_DrawVehicleAmmoUpper( cent, pVeh );
}
if (0)
{
CG_DrawVehicleAmmoLower( cent, pVeh );
}
}
static void CG_DrawTauntaunHud( const centity_t *cent, const Vehicle_t *pVeh )
{
int xPos,yPos,width,height;
vec4_t color;
qhandle_t background;
CG_DrawVehicleTurboRecharge( cent, pVeh );
// Draw frame
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"leftframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"rightframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
CG_DrawVehicleSheild( cent, pVeh );
CG_DrawVehicleSpeed( cent, pVeh, "tauntaunhud" );
if (0)
{
CG_DrawVehicleAmmoUpper( cent, pVeh );
}
if (0)
{
CG_DrawVehicleAmmoLower( cent, pVeh );
}
}
static void CG_DrawEmplacedGunHealth( const centity_t *cent )
{
int xPos,yPos,width,height,i, health=0;
vec4_t color,calcColor;
qhandle_t background;
char itemName[64];
float inc, currValue,maxHealth;
if ( cent->gent && cent->gent->owner )
{
if (( cent->gent->owner->flags & FL_GODMODE ))
{
// chair is in godmode, so render the health of the player instead
health = cent->gent->health;
}
else
{
// render the chair health
health = cent->gent->owner->health;
}
}
else
{
return;
}
//riding some kind of living creature
maxHealth = (float)cent->gent->max_health;
currValue = health;
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"shieldbackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxHealth / MAX_VHUD_SHIELD_TICS;
for (i=1;i <= MAX_VHUD_SHIELD_TICS;i++)
{
sprintf( itemName, "shield_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
memcpy(calcColor, color, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor);
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
static void CG_DrawEmplacedGunHud( const centity_t *cent )
{
int xPos,yPos,width,height;
vec4_t color;
qhandle_t background;
// Draw frame
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"leftframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"rightframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
CG_DrawEmplacedGunHealth( cent );
}
static void CG_DrawItemHealth( float currValue, float maxHealth )
{
int xPos,yPos,width,height,i;
vec4_t color,calcColor;
qhandle_t background;
char itemName[64];
float inc;
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"shieldbackground",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
// Print all the tics of the shield graphic
// Look at the amount of health left and show only as much of the graphic as there is health.
// Use alpha to fade out partial section of health
inc = (float) maxHealth / MAX_VHUD_SHIELD_TICS;
for (i=1;i <= MAX_VHUD_SHIELD_TICS;i++)
{
sprintf( itemName, "shield_tic%d", i );
if (!cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
itemName,
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
continue;
}
memcpy(calcColor, color, sizeof(vec4_t));
if (currValue <= 0) // don't show tic
{
break;
}
else if (currValue < inc) // partial tic (alpha it out)
{
float percent = currValue / inc;
calcColor[3] *= percent; // Fade it out
}
cgi_R_SetColor( calcColor);
CG_DrawPic( xPos, yPos, width, height, background );
currValue -= inc;
}
}
static void CG_DrawPanelTurretHud( void )
{
int xPos,yPos,width,height;
vec4_t color;
qhandle_t background;
// Draw frame
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"leftframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"rightframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
CG_DrawItemHealth(
g_entities[cg.snap->ps.viewEntity].health,
(float)g_entities[cg.snap->ps.viewEntity].max_health
);
}
static void CG_DrawATSTHud( centity_t *cent )
{
int xPos,yPos,width,height;
vec4_t color;
qhandle_t background;
float health;
if ( !cg.snap
||!g_entities[cg.snap->ps.viewEntity].activator )
{
return;
}
// Draw frame
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"leftframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
if (cgi_UI_GetMenuItemInfo(
"swoopvehiclehud",
"rightframe",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
// we just calc the display value from the sum of health and armor
if ( g_entities[cg.snap->ps.viewEntity].activator ) // ensure we can look back to the atst_drivable to get the max health
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR] );
}
else
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR] );
}
CG_DrawItemHealth(health,g_entities[cg.snap->ps.viewEntity].activator->max_health );
if (cgi_UI_GetMenuItemInfo(
"atsthud",
"background",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
if (cgi_UI_GetMenuItemInfo(
"atsthud",
"outer_frame",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
if (cgi_UI_GetMenuItemInfo(
"atsthud",
"left_pic",
&xPos,
&yPos,
&width,
&height,
color,
&background))
{
cgi_R_SetColor( color );
CG_DrawPic( xPos, yPos, width, height, background );
}
}
//-----------------------------------------------------
static qboolean CG_DrawCustomHealthHud( centity_t *cent )
{
Vehicle_t *pVeh;
// In a Weapon?
if (( cent->currentState.eFlags & EF_LOCKED_TO_WEAPON ))
{
CG_DrawEmplacedGunHud(cent);
// DRAW emplaced HUD
/* color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
// NOTE: this looks ugly
if ( cent->gent && cent->gent->owner )
{
if (( cent->gent->owner->flags & FL_GODMODE ))
{
// chair is in godmode, so render the health of the player instead
health = cent->gent->health / (float)cent->gent->max_health;
}
else
{
// render the chair health
health = cent->gent->owner->health / (float)cent->gent->owner->max_health;
}
}
color[0] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.emplacedHealthBarShader);
*/
return qfalse; // drew this hud, so don't draw the player one
}
// In an ATST
else if (( cent->currentState.eFlags & EF_IN_ATST ))
{
/*
// we are an ATST...
color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
// we just calc the display value from the sum of health and armor
if ( g_entities[cg.snap->ps.viewEntity].activator ) // ensure we can look back to the atst_drivable to get the max health
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR] ) /
(float)(g_entities[cg.snap->ps.viewEntity].max_health + g_entities[cg.snap->ps.viewEntity].activator->max_health );
}
else
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR]) /
(float)(g_entities[cg.snap->ps.viewEntity].max_health + 800 ); // hacked max armor since we don't have an activator...should never happen
}
color[1] = 0.25f; // blue-green
color[2] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.emplacedHealthBarShader);
*/
CG_DrawATSTHud(cent);
return qfalse; // drew this hud, so don't draw the player one
}
// In a vehicle
else if ( (pVeh = G_IsRidingVehicle( cent->gent ) ) != 0 )
{
//riding some kind of living creature
if ( pVeh->m_pVehicleInfo->type == VH_ANIMAL )
{
CG_DrawTauntaunHud( cent, pVeh );
}
else
{
CG_DrawVehicleHud( cent, pVeh );
}
return qtrue; // draw this hud AND the player one
}
// Other?
else if ( cg.snap->ps.viewEntity && ( g_entities[cg.snap->ps.viewEntity].dflags & DAMAGE_CUSTOM_HUD ))
{
CG_DrawPanelTurretHud();
return qfalse; // drew this hud, so don't draw the player one
}
return qtrue;
}
//--------------------------------------
static void CG_DrawBatteryCharge( void )
{
if ( cg.batteryChargeTime > cg.time )
{
vec4_t color;
// FIXME: drawing it here will overwrite zoom masks...find a better place
if ( cg.batteryChargeTime < cg.time + 1000 )
{
// fading out for the last second
color[0] = color[1] = color[2] = 1.0f;
color[3] = (cg.batteryChargeTime - cg.time) / 1000.0f;
}
else
{
// draw full
color[0] = color[1] = color[2] = color[3] = 1.0f;
}
cgi_R_SetColor( color );
// batteries were just charged
CG_DrawPic( 605, 295, 24, 32, cgs.media.batteryChargeShader );
}
}
/*
================
CG_DrawHUD
================
*/
static void CG_DrawHUD( centity_t *cent )
{
int value;
int sectionXPos,sectionYPos,sectionWidth,sectionHeight;
// Draw the lower left section of the HUD
if (cgi_UI_GetMenuInfo("lefthud",&sectionXPos,&sectionYPos,&sectionWidth,&sectionHeight))
{
// Draw armor & health values
if ( cg_drawStatus.integer == 2 )
{
CG_DrawSmallStringColor(sectionXPos+5, sectionYPos - 60,va("Armor:%d",cg.snap->ps.stats[STAT_ARMOR]), colorTable[CT_HUD_GREEN] );
CG_DrawSmallStringColor(sectionXPos+5, sectionYPos - 40,va("Health:%d",cg.snap->ps.stats[STAT_HEALTH]), colorTable[CT_HUD_GREEN] );
}
// Print scanline
cgi_R_SetColor( otherHUDBits[OHB_SCANLINE_LEFT].color);
CG_DrawPic(
otherHUDBits[OHB_SCANLINE_LEFT].xPos,
otherHUDBits[OHB_SCANLINE_LEFT].yPos,
otherHUDBits[OHB_SCANLINE_LEFT].width,
otherHUDBits[OHB_SCANLINE_LEFT].height,
otherHUDBits[OHB_SCANLINE_LEFT].background
);
// Print frame
cgi_R_SetColor( otherHUDBits[OHB_FRAME_LEFT].color);
CG_DrawPic(
otherHUDBits[OHB_FRAME_LEFT].xPos,
otherHUDBits[OHB_FRAME_LEFT].yPos,
otherHUDBits[OHB_FRAME_LEFT].width,
otherHUDBits[OHB_FRAME_LEFT].height,
otherHUDBits[OHB_FRAME_LEFT].background
);
CG_DrawArmor(sectionXPos,sectionYPos,sectionWidth,sectionHeight);
CG_DrawHealth(sectionXPos,sectionYPos,sectionWidth,sectionHeight);
}
// Draw the lower right section of the HUD
if (cgi_UI_GetMenuInfo("righthud",&sectionXPos,&sectionYPos,&sectionWidth,&sectionHeight))
{
// Draw armor & health values
if ( cg_drawStatus.integer == 2 )
{
if ( cent->currentState.weapon != WP_SABER && cent->currentState.weapon != WP_STUN_BATON && cent->gent )
{
value = cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex];
CG_DrawSmallStringColor(sectionXPos, sectionYPos - 60,va("Ammo:%d",value), colorTable[CT_HUD_GREEN] );
}
CG_DrawSmallStringColor(sectionXPos, sectionYPos - 40,va("Force:%d",cent->gent->client->ps.forcePower), colorTable[CT_HUD_GREEN] );
}
// Print scanline
cgi_R_SetColor( otherHUDBits[OHB_SCANLINE_RIGHT].color);
CG_DrawPic(
otherHUDBits[OHB_SCANLINE_RIGHT].xPos,
otherHUDBits[OHB_SCANLINE_RIGHT].yPos,
otherHUDBits[OHB_SCANLINE_RIGHT].width,
otherHUDBits[OHB_SCANLINE_RIGHT].height,
otherHUDBits[OHB_SCANLINE_RIGHT].background
);
// Print frame
cgi_R_SetColor( otherHUDBits[OHB_FRAME_RIGHT].color);
CG_DrawPic(
otherHUDBits[OHB_FRAME_RIGHT].xPos,
otherHUDBits[OHB_FRAME_RIGHT].yPos,
otherHUDBits[OHB_FRAME_RIGHT].width,
otherHUDBits[OHB_FRAME_RIGHT].height,
otherHUDBits[OHB_FRAME_RIGHT].background
);
CG_DrawForcePower(cent,sectionXPos,sectionYPos);
// Draw ammo tics or saber style
if ( cent->currentState.weapon == WP_SABER )
{
CG_DrawSaberStyle(cent,sectionXPos,sectionYPos);
}
else
{
CG_DrawAmmo(cent,sectionXPos,sectionYPos);
}
// CG_DrawMessageLit(cent,x,y);
}
}
/*
================
CG_ClearDataPadCvars
================
*/
void CG_ClearDataPadCvars( void )
{
cg_updatedDataPadForcePower1.integer = 0; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower2.integer = 0; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower3.integer = 0; //don't wait for the cvar-refresh.
cgi_Cvar_Set( "cg_updatedDataPadForcePower1", "0" );
cgi_Cvar_Set( "cg_updatedDataPadForcePower2", "0" );
cgi_Cvar_Set( "cg_updatedDataPadForcePower3", "0" );
cg_updatedDataPadObjective.integer = 0; //don't wait for the cvar-refresh.
cgi_Cvar_Set( "cg_updatedDataPadObjective", "0" );
}
/*
================
CG_DrawDataPadHUD
================
*/
void CG_DrawDataPadHUD( centity_t *cent )
{
int x,y;
x = 34;
y = 286;
CG_DrawHealth(x,y,80,80);
x = 526;
if ((missionInfo_Updated) && ((cg_updatedDataPadForcePower1.integer) || (cg_updatedDataPadObjective.integer)))
{
// Stop flashing light
cg.missionInfoFlashTime = 0;
missionInfo_Updated = qfalse;
// Set which force power to show.
// cg_updatedDataPadForcePower is set from Q3_Interface, because force powers would only be given
// from a script.
if (cg_updatedDataPadForcePower1.integer)
{
cg.DataPadforcepowerSelect = cg_updatedDataPadForcePower1.integer - 1; // Not pretty, I know
if (cg.DataPadforcepowerSelect >= MAX_DPSHOWPOWERS)
{ //duh
cg.DataPadforcepowerSelect = MAX_DPSHOWPOWERS-1;
}
else if (cg.DataPadforcepowerSelect<0)
{
cg.DataPadforcepowerSelect=0;
}
}
// CG_ClearDataPadCvars();
}
CG_DrawForcePower(cent,x,y);
CG_DrawAmmo(cent,x,y);
CG_DrawMessageLit(cent,x,y);
cgi_R_SetColor( colorTable[CT_WHITE]);
CG_DrawPic( 0, 0, 640, 480, cgs.media.dataPadFrame );
}
//------------------------
// CG_DrawZoomMask
//------------------------
static void CG_DrawBinocularNumbers( qboolean power )
{
vec4_t color1;
cgi_R_SetColor( colorTable[CT_BLACK]);
CG_DrawPic( 212, 367, 200, 40, cgs.media.whiteShader );
if ( power )
{
// Numbers should be kind of greenish
color1[0] = 0.2f;
color1[1] = 0.4f;
color1[2] = 0.2f;
color1[3] = 0.3f;
cgi_R_SetColor( color1 );
// Draw scrolling numbers, use intervals 10 units apart--sorry, this section of code is just kind of hacked
// up with a bunch of magic numbers.....
int val = ((int)((cg.refdefViewAngles[YAW] + 180) / 10)) * 10;
float off = (cg.refdefViewAngles[YAW] + 180) - val;
for ( int i = -10; i < 30; i += 10 )
{
val -= 10;
if ( val < 0 )
{
val += 360;
}
// we only want to draw the very far left one some of the time, if it's too far to the left it will poke outside the mask.
if (( off > 3.0f && i == -10 ) || i > -10 )
{
// draw the value, but add 200 just to bump the range up...arbitrary, so change it if you like
CG_DrawNumField( 155 + i * 10 + off * 10, 374, 3, val + 200, 24, 14, NUM_FONT_CHUNKY, qtrue );
CG_DrawPic( 245 + (i-1) * 10 + off * 10, 376, 6, 6, cgs.media.whiteShader );
}
}
CG_DrawPic( 212, 367, 200, 28, cgs.media.binocularOverlay );
}
}
/*
================
CG_DrawZoomMask
================
*/
extern float cg_zoomFov; //from cg_view.cpp
static void CG_DrawZoomMask( void )
{
vec4_t color1;
centity_t *cent;
float level;
static qboolean flip = qtrue;
float charge = cg.snap->ps.batteryCharge / (float)MAX_BATTERIES; // convert charge to a percentage
qboolean power = qfalse;
cent = &cg_entities[0];
if ( charge > 0.0f )
{
power = qtrue;
}
//-------------
// Binoculars
//--------------------------------
if ( cg.zoomMode == 1 )
{
CG_RegisterItemVisuals( ITM_BINOCULARS_PICKUP );
// zoom level
level = (float)(80.0f - cg_zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to scale amount
level *= 162.0f;
if ( power )
{
// draw blue tinted distortion mask, trying to make it as small as is necessary to fill in the viewable area
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 34, 48, 570, 362, cgs.media.binocularStatic );
}
CG_DrawBinocularNumbers( power );
// Black out the area behind the battery display
cgi_R_SetColor( colorTable[CT_DKGREY]);
CG_DrawPic( 50, 389, 161, 16, cgs.media.whiteShader );
if ( power )
{
color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
color1[0] = color1[0] * color1[0];
color1[1] = color1[0];
color1[2] = color1[0];
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 82, 94, 16, 16, cgs.media.binocularCircle );
}
CG_DrawPic( 0, 0, 640, 480, cgs.media.binocularMask );
if ( power )
{
// Flickery color
color1[0] = 0.7f + crandom() * 0.1f;
color1[1] = 0.8f + crandom() * 0.1f;
color1[2] = 0.7f + crandom() * 0.1f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 4, 282 - level, 16, 16, cgs.media.binocularArrow );
}
else
{
// No power color
color1[0] = 0.15f;
color1[1] = 0.15f;
color1[2] = 0.15f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
}
// The top triangle bit randomly flips when the power is on
if ( flip && power )
{
CG_DrawPic( 330, 60, -26, -30, cgs.media.binocularTri );
}
else
{
CG_DrawPic( 307, 40, 26, 30, cgs.media.binocularTri );
}
if ( random() > 0.98f && ( cg.time & 1024 ))
{
flip = !flip;
}
if ( power )
{
color1[0] = 1.0f * ( charge < 0.2f ? !!(cg.time & 256) : 1 );
color1[1] = charge * color1[0];
color1[2] = 0.0f;
color1[3] = 0.2f;
cgi_R_SetColor( color1 );
CG_DrawPic( 60, 394.5f, charge * 141, 5, cgs.media.whiteShader );
}
}
//------------
// Disruptor
//--------------------------------
else if ( cg.zoomMode == 2 )
{
level = (float)(80.0f - cg_zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to a rotation amount that correlates more or less with the zoom artwork.
level *= 103.0f;
// Draw target mask
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 0, 0, 640, 480, cgs.media.disruptorMask );
// apparently 99.0f is the full zoom level
if ( level >= 99 )
{
// Fully zoomed, so make the rotating insert pulse
color1[0] = 1.0f;
color1[1] = 1.0f;
color1[2] = 1.0f;
color1[3] = 0.7f + sin( cg.time * 0.01f ) * 0.3f;
cgi_R_SetColor( color1 );
}
// Draw rotating insert
CG_DrawRotatePic2( 320, 240, 640, 480, -level, cgs.media.disruptorInsert );
float cx, cy;
float max;
max = cg_entities[0].gent->client->ps.ammo[weaponData[WP_DISRUPTOR].ammoIndex] / (float)ammoData[weaponData[WP_DISRUPTOR].ammoIndex].max;
if ( max > 1.0f )
{
max = 1.0f;
}
color1[0] = (1.0f - max) * 2.0f;
color1[1] = max * 1.5f;
color1[2] = 0.0f;
color1[3] = 1.0f;
// If we are low on ammo, make us flash
if ( max < 0.15f && ( cg.time & 512 ))
{
VectorClear( color1 );
}
if ( color1[0] > 1.0f )
{
color1[0] = 1.0f;
}
if ( color1[1] > 1.0f )
{
color1[1] = 1.0f;
}
cgi_R_SetColor( color1 );
max *= 58.0f;
for ( float i = 18.5f; i <= 18.5f + max; i+= 3 ) // going from 15 to 45 degrees, with 5 degree increments
{
cx = 320 + sin( (i+90.0f)/57.296f ) * 190;
cy = 240 + cos( (i+90.0f)/57.296f ) * 190;
CG_DrawRotatePic2( cx, cy, 12, 24, 90 - i, cgs.media.disruptorInsertTick );
}
// FIXME: doesn't know about ammo!! which is bad because it draws charge beyond what ammo you may have..
if ( cg_entities[0].gent->client->ps.weaponstate == WEAPON_CHARGING_ALT )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
// draw the charge level
max = ( cg.time - cg_entities[0].gent->client->ps.weaponChargeTime ) / ( 150.0f * 10.0f ); // bad hardcodedness 150 is disruptor charge unit and 10 is max charge units allowed.
if ( max > 1.0f )
{
max = 1.0f;
}
CG_DrawPic2( 257, 435, 134 * max, 34, 0,0,max,1,cgi_R_RegisterShaderNoMip( "gfx/2d/crop_charge" ));
}
}
//-----------
// Light Amp
//--------------------------------
else if ( cg.zoomMode == 3 )
{
CG_RegisterItemVisuals( ITM_LA_GOGGLES_PICKUP );
if ( power )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 34, 29, 580, 410, cgs.media.laGogglesStatic );
CG_DrawPic( 570, 140, 12, 160, cgs.media.laGogglesSideBit );
float light = (128-cent->gent->lightLevel) * 0.5f;
if ( light < -81 ) // saber can really jack up local light levels....?magic number??
{
light = -81;
}
float pos1 = 220 + light;
float pos2 = 220 + cos( cg.time * 0.0004f + light * 0.05f ) * 40 + sin( cg.time * 0.0013f + 1 ) * 20 + sin( cg.time * 0.0021f ) * 5;
// Flickery color
color1[0] = 0.7f + crandom() * 0.2f;
color1[1] = 0.8f + crandom() * 0.2f;
color1[2] = 0.7f + crandom() * 0.2f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 565, pos1, 22, 8, cgs.media.laGogglesBracket );
CG_DrawPic( 558, pos2, 14, 5, cgs.media.laGogglesArrow );
}
// Black out the area behind the battery display
cgi_R_SetColor( colorTable[CT_DKGREY]);
CG_DrawPic( 236, 357, 164, 16, cgs.media.whiteShader );
if ( power )
{
// Power bar
color1[0] = 1.0f * ( charge < 0.2f ? !!(cg.time & 256) : 1 );
color1[1] = charge * color1[0];
color1[2] = 0.0f;
color1[3] = 0.4f;
cgi_R_SetColor( color1 );
CG_DrawPic( 247.0f, 362.5f, charge * 143.0f, 6, cgs.media.whiteShader );
// pulsing dot bit
color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
color1[0] = color1[0] * color1[0];
color1[1] = color1[0];
color1[2] = color1[0];
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 65, 94, 16, 16, cgs.media.binocularCircle );
}
CG_DrawPic( 0, 0, 640, 480, cgs.media.laGogglesMask );
}
}
/*
================
CG_DrawStats
================
*/
static void CG_DrawStats( void )
{
centity_t *cent;
playerState_t *ps;
if ( cg_drawStatus.integer == 0 ) {
return;
}
cent = &cg_entities[cg.snap->ps.clientNum];
ps = &cg.snap->ps;
if ((cg.snap->ps.viewEntity>0&&cg.snap->ps.viewEntity<ENTITYNUM_WORLD))
{
// MIGHT try and draw a custom hud if it wants...
CG_DrawCustomHealthHud( cent );
return;
}
cgi_UI_MenuPaintAll();
qboolean drawHud = qtrue;
if ( cent && cent->gent )
{
drawHud = CG_DrawCustomHealthHud( cent );
}
if (( drawHud ) && ( cg_drawHUD.integer ))
{
CG_DrawHUD( cent );
}
}
/*
===================
CG_DrawPickupItem
===================
*/
static void CG_DrawPickupItem( void ) {
int value;
float *fadeColor;
value = cg.itemPickup;
if ( value && cg_items[ value ].icon != -1 )
{
fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
if ( fadeColor )
{
CG_RegisterItemVisuals( value );
cgi_R_SetColor( fadeColor );
CG_DrawPic( 573, 320, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon );
//CG_DrawBigString( ICON_SIZE + 16, 398, bg_itemlist[ value ].classname, fadeColor[0] );
//CG_DrawProportionalString( ICON_SIZE + 16, 398,
// bg_itemlist[ value ].classname, CG_SMALLFONT,fadeColor );
cgi_R_SetColor( NULL );
}
}
}
extern int cgi_EndGame(void);
/*
===================
CG_DrawPickupItem
===================
*/
void CG_DrawCredits(void)
{
if (!cg.creditsStart)
{
//
cg.creditsStart = qtrue;
CG_Credits_Init("CREDITS_RAVEN", &colorTable[CT_ICON_BLUE]);
if ( cg_skippingcin.integer )
{//Were skipping a cinematic and it's over now
gi.cvar_set("timescale", "1");
gi.cvar_set("skippingCinematic", "0");
}
}
if (cg.creditsStart)
{
if ( !CG_Credits_Running() )
{
cgi_Cvar_Set( "cg_endcredits", "0" );
cgi_EndGame();
}
}
}
//draw the health bar based on current "health" and maxhealth
void CG_DrawHealthBar(centity_t *cent, float chX, float chY, float chW, float chH)
{
vec4_t aColor;
vec4_t bColor;
vec4_t cColor;
float x = chX-(chW/2);
float y = chY-chH;
float percent = 0.0f;
if ( !cent || !cent->gent )
{
return;
}
percent = ((float)cent->gent->health/(float)cent->gent->max_health);
if (percent <= 0)
{
return;
}
//color of the bar
//hostile
aColor[0] = 1.0f;
aColor[1] = 0.0f;
aColor[2] = 0.0f;
aColor[3] = 0.4f;
//color of the border
bColor[0] = 0.0f;
bColor[1] = 0.0f;
bColor[2] = 0.0f;
bColor[3] = 0.3f;
//color of greyed out "missing health"
cColor[0] = 0.5f;
cColor[1] = 0.5f;
cColor[2] = 0.5f;
cColor[3] = 0.4f;
//draw the background (black)
CG_DrawRect(x, y, chW, chH, 1.0f, colorTable[CT_BLACK]);
//now draw the part to show how much health there is in the color specified
CG_FillRect(x+1.0f, y+1.0f, (percent*chW)-1.0f, chH-1.0f, aColor);
//then draw the other part greyed out
CG_FillRect(x+(percent*chW), y+1.0f, chW-(percent*chW)-1.0f, chH-1.0f, cColor);
}
#define MAX_HEALTH_BAR_ENTS 32
int cg_numHealthBarEnts = 0;
int cg_healthBarEnts[MAX_HEALTH_BAR_ENTS];
#define HEALTH_BAR_WIDTH 50
#define HEALTH_BAR_HEIGHT 5
void CG_DrawHealthBars( void )
{
float chX=0, chY=0;
centity_t *cent;
vec3_t pos;
for ( int i = 0; i < cg_numHealthBarEnts; i++ )
{
cent = &cg_entities[cg_healthBarEnts[i]];
if ( cent && cent->gent )
{
VectorCopy( cent->lerpOrigin, pos );
pos[2] += cent->gent->maxs[2]+HEALTH_BAR_HEIGHT+8;
if ( CG_WorldCoordToScreenCoordFloat( pos, &chX, &chY ) )
{//on screen
CG_DrawHealthBar( cent, chX, chY, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT );
}
}
}
}
#define HEALTHBARRANGE 422
void CG_AddHealthBarEnt( int entNum )
{
if ( cg_numHealthBarEnts >= MAX_HEALTH_BAR_ENTS )
{//FIXME: Debug error message?
return;
}
if (DistanceSquared( cg_entities[entNum].lerpOrigin, g_entities[0].client->renderInfo.eyePoint ) < (HEALTHBARRANGE*HEALTHBARRANGE) )
{
cg_healthBarEnts[cg_numHealthBarEnts++] = entNum;
}
}
void CG_ClearHealthBarEnts( void )
{
if ( cg_numHealthBarEnts )
{
cg_numHealthBarEnts = 0;
memset( &cg_healthBarEnts, 0, MAX_HEALTH_BAR_ENTS );
}
}
/*
================================================================================
CROSSHAIR
================================================================================
*/
/*
=================
CG_DrawCrosshair
=================
*/
#ifdef _XBOX
short cg_crossHairStatus = 0;
#endif
static void CG_DrawCrosshair( vec3_t worldPoint )
{
float w, h;
qhandle_t hShader;
qboolean corona = qfalse;
vec4_t ecolor;
float f;
float x, y;
if ( !cg_drawCrosshair.integer )
{
return;
}
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
{
//not while scoped
return;
}
#ifdef _XBOX
cg_crossHairStatus = 0;
#endif
//set color based on what kind of ent is under crosshair
if ( g_crosshairEntNum >= ENTITYNUM_WORLD )
{
ecolor[0] = ecolor[1] = ecolor[2] = 1.0f;
}
else if ( cg_forceCrosshair && cg_crosshairForceHint.integer )
{
ecolor[0] = 0.2f;
ecolor[1] = 0.5f;
ecolor[2] = 1.0f;
corona = qtrue;
}
else if ( cg_crosshairIdentifyTarget.integer )
{
gentity_t *crossEnt = &g_entities[g_crosshairEntNum];
if ( crossEnt->client )
{
if ( crossEnt->client->ps.powerups[PW_CLOAKED] )
{//cloaked don't show up
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
else if ( g_entities[0].client && g_entities[0].client->playerTeam == TEAM_FREE )
{//evil player: everyone is red
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
//Enemies are red
ecolor[0] = 1.0f;//R
ecolor[1] = 0.1f;//G
ecolor[2] = 0.1f;//B
}
else if ( crossEnt->client->playerTeam == TEAM_PLAYER )
{
//Allies are green
ecolor[0] = 0.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 0.0f;//B
}
else if ( crossEnt->client->playerTeam == TEAM_NEUTRAL )
{
// NOTE: was yellow, but making it white unless they really decide they want to see colors
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
else
{
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
//Enemies are red
ecolor[0] = 1.0f;//R
ecolor[1] = 0.1f;//G
ecolor[2] = 0.1f;//B
}
}
else if ( crossEnt->s.weapon == WP_TURRET && (crossEnt->svFlags&SVF_NONNPC_ENEMY) )
{
// a turret
if ( crossEnt->noDamageTeam == TEAM_PLAYER )
{
// mine are green
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else
{
// hostile ones are red
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
}
}
else if ( crossEnt->s.weapon == WP_TRIP_MINE )
{
// tripmines are red
#ifdef _XBOX
cg_crossHairStatus = 1;
#endif
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
}
else if ( (crossEnt->flags&FL_RED_CROSSHAIR) )
{//special case flagged to turn crosshair red
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
}
else
{
VectorCopy( crossEnt->startRGBA, ecolor );
if ( !ecolor[0] && !ecolor[1] && !ecolor[2] )
{
// We don't want a black crosshair, so use white since it will show up better
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
}
}
else // cg_crosshairIdentifyTarget is not on, so make it white
{
ecolor[0] = ecolor[1] = ecolor[2] = 1.0f;
}
ecolor[3] = 1.0;
cgi_R_SetColor( ecolor );
if ( cg.forceCrosshairStartTime )
{
// both of these calcs will fade the corona in one direction
if ( cg.forceCrosshairEndTime )
{
ecolor[3] = (cg.time - cg.forceCrosshairEndTime) / 500.0f;
}
else
{
ecolor[3] = (cg.time - cg.forceCrosshairStartTime) / 300.0f;
}
// clamp
if ( ecolor[3] < 0 )
{
ecolor[3] = 0;
}
else if ( ecolor[3] > 1.0f )
{
ecolor[3] = 1.0f;
}
if ( !cg.forceCrosshairEndTime )
{
// but for the other direction, we'll need to reverse it
ecolor[3] = 1.0f - ecolor[3];
}
}
if ( corona ) // we are pointing at a crosshair item
{
if ( !cg.forceCrosshairStartTime )
{
// must have just happened because we are not fading in yet...start it now
cg.forceCrosshairStartTime = cg.time;
cg.forceCrosshairEndTime = 0;
}
if ( cg.forceCrosshairEndTime )
{
// must have just gone over a force thing again...and we were in the process of fading out. Set fade in level to the level where the fade left off
cg.forceCrosshairStartTime = cg.time - ( 1.0f - ecolor[3] ) * 300.0f;
cg.forceCrosshairEndTime = 0;
}
}
else // not pointing at a crosshair item
{
if ( cg.forceCrosshairStartTime && !cg.forceCrosshairEndTime ) // were currently fading in
{
// must fade back out, but we will have to set the fadeout time to be equal to the current level of faded-in-edness
cg.forceCrosshairEndTime = cg.time - ecolor[3] * 500.0f;
}
if ( cg.forceCrosshairEndTime && cg.time - cg.forceCrosshairEndTime > 500.0f ) // not pointing at anything and fade out is totally done
{
// reset everything
cg.forceCrosshairStartTime = 0;
cg.forceCrosshairEndTime = 0;
}
}
w = h = cg_crosshairSize.value;
// pulse the size of the crosshair when picking up items
f = cg.time - cg.itemPickupBlendTime;
if ( f > 0 && f < ITEM_BLOB_TIME ) {
f /= ITEM_BLOB_TIME;
w *= ( 1 + f );
h *= ( 1 + f );
}
if ( worldPoint && VectorLength( worldPoint ) )
{
if ( !CG_WorldCoordToScreenCoordFloat( worldPoint, &x, &y ) )
{//off screen, don't draw it
return;
}
x -= 320;//????
y -= 240;//????
}
else
{
x = cg_crosshairX.integer;
y = cg_crosshairY.integer;
}
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{
if ( !Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))
{
// draws a custom crosshair that is twice as large as normal
cgi_R_DrawStretchPic( x + cg.refdef.x + 320 - w,
y + cg.refdef.y + 240 - h,
w * 2, h * 2, 0, 0, 1, 1, cgs.media.turretCrossHairShader );
}
}
else
{
hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ];
cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (640 - w),
y + cg.refdef.y + 0.5 * (480 - h),
w, h, 0, 0, 1, 1, hShader );
}
if ( cg.forceCrosshairStartTime && cg_crosshairForceHint.integer ) // drawing extra bits
{
ecolor[0] = ecolor[1] = ecolor[2] = (1 - ecolor[3]) * ( sin( cg.time * 0.001f ) * 0.08f + 0.35f ); // don't draw full color
ecolor[3] = 1.0f;
cgi_R_SetColor( ecolor );
w *= 2.0f;
h *= 2.0f;
cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5f * ( 640 - w ), y + cg.refdef.y + 0.5f * ( 480 - h ),
w, h,
0, 0, 1, 1,
cgs.media.forceCoronaShader );
}
}
/*
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y)
Take any world coord and convert it to a 2D virtual 640x480 screen coord
*/
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
{
float xcenter, ycenter;
vec3_t local, transformed;
// xcenter = cg.refdef.width / 2;//gives screen coords adjusted for resolution
// ycenter = cg.refdef.height / 2;//gives screen coords adjusted for resolution
//NOTE: did it this way because most draw functions expect virtual 640x480 coords
// and adjust them for current resolution
xcenter = 640.0f / 2.0f;//gives screen coords in virtual 640x480, to be adjusted when drawn
ycenter = 480.0f / 2.0f;//gives screen coords in virtual 640x480, to be adjusted when drawn
VectorSubtract (worldCoord, cg.refdef.vieworg, local);
transformed[0] = DotProduct(local,vright);
transformed[1] = DotProduct(local,vup);
transformed[2] = DotProduct(local,vfwd);
// Make sure Z is not negative.
if(transformed[2] < 0.01f)
{
return qfalse;
}
// Simple convert to screen coords.
float xzi = xcenter / transformed[2] * (100.0f/cg.refdef.fov_x);
float yzi = ycenter / transformed[2] * (100.0f/cg.refdef.fov_y);
*x = xcenter + xzi * transformed[0];
*y = ycenter - yzi * transformed[1];
return qtrue;
}
qboolean CG_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y )
{
2013-04-20 06:19:40 +00:00
floatint_t xFI, yFI;
qboolean retVal = CG_WorldCoordToScreenCoordFloat( worldCoord, &xFI.f, &yFI.f );
*x = xFI.i;
*y = yFI.i;
2013-04-19 02:52:48 +00:00
return retVal;
}
// I'm keeping the rocket tracking code separate for now since I may want to do different logic...but it still uses trace info from scanCrosshairEnt
//-----------------------------------------
static void CG_ScanForRocketLock( void )
//-----------------------------------------
{
gentity_t *traceEnt;
static qboolean tempLock = qfalse; // this will break if anything else uses this locking code ( other than the player )
traceEnt = &g_entities[g_crosshairEntNum];
if ( !traceEnt || g_crosshairEntNum <= 0 || g_crosshairEntNum >= ENTITYNUM_WORLD || (!traceEnt->client && traceEnt->s.weapon != WP_TURRET ) || !traceEnt->health
|| ( traceEnt && traceEnt->client && traceEnt->client->ps.powerups[PW_CLOAKED] ))
{
// see how much locking we have
int dif = ( cg.time - g_rocketLockTime ) / ( 1200.0f / 8.0f );
// 8 is full locking....also if we just traced onto the world,
// give them 1/2 second of slop before dropping the lock
if ( dif < 8 && g_rocketSlackTime + 500 < cg.time )
{
// didn't have a full lock and not in grace period, so drop the lock
g_rocketLockTime = 0;
g_rocketSlackTime = 0;
tempLock = qfalse;
}
if ( g_rocketSlackTime + 500 >= cg.time && g_rocketLockEntNum < ENTITYNUM_WORLD )
{
// were locked onto an ent, aren't right now.....but still within the slop grace period
// keep the current lock amount
g_rocketLockTime += cg.frametime;
}
if ( !tempLock && g_rocketLockEntNum < ENTITYNUM_WORLD && dif >= 8 )
{
tempLock = qtrue;
if ( g_rocketLockTime + 1200 < cg.time )
{
g_rocketLockTime = cg.time - 1200; // doh, hacking the time so the targetting still gets drawn full
}
}
// keep locking to this thing for one second after it gets out of view
if ( g_rocketLockTime + 2000.0f < cg.time ) // since time was hacked above, I'm compensating so that 2000ms is really only 1000ms
{
// too bad, you had your chance
g_rocketLockEntNum = ENTITYNUM_NONE;
g_rocketSlackTime = 0;
g_rocketLockTime = 0;
}
}
else
{
tempLock = qfalse;
if ( g_rocketLockEntNum >= ENTITYNUM_WORLD )
{
if ( g_rocketSlackTime + 500 < cg.time )
{
// we just locked onto something, start the lock at the current time
g_rocketLockEntNum = g_crosshairEntNum;
g_rocketLockTime = cg.time;
g_rocketSlackTime = cg.time;
}
}
else
{
if ( g_rocketLockEntNum != g_crosshairEntNum )
{
g_rocketLockTime = cg.time;
}
// may as well always set this when we can potentially lock to something
g_rocketSlackTime = cg.time;
g_rocketLockEntNum = g_crosshairEntNum;
}
}
}
/*
=================
CG_ScanForCrosshairEntity
=================
*/
extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
extern float forcePushPullRadius[];
static void CG_ScanForCrosshairEntity( qboolean scanAll )
{
trace_t trace;
gentity_t *traceEnt = NULL;
vec3_t start, end;
int content;
int ignoreEnt = cg.snap->ps.clientNum;
Vehicle_t *pVeh = NULL;
//FIXME: debounce this to about 10fps?
cg_forceCrosshair = qfalse;
if ( cg_entities[0].gent && cg_entities[0].gent->client ) // <-Mike said it should always do this //if (cg_crosshairForceHint.integer &&
{//try to check for force-affectable stuff first
vec3_t d_f, d_rt, d_up;
// If you're riding a vehicle and not being drawn.
if ( ( pVeh = G_IsRidingVehicle( cg_entities[0].gent ) ) != NULL && cg_entities[0].currentState.eFlags & EF_NODRAW )
{
VectorCopy( cg_entities[pVeh->m_pParentEntity->s.number].lerpOrigin, start );
AngleVectors( cg_entities[pVeh->m_pParentEntity->s.number].lerpAngles, d_f, d_rt, d_up );
}
else
{
VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
}
VectorMA( start, 2048, d_f, end );//4028 is max for mind trick
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_TERRAIN, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit something
traceEnt = &g_entities[trace.entityNum];
if ( traceEnt )
{
// Check for mind trickable-guys
if ( traceEnt->client )
{//is a client
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_TELEPATHY] && traceEnt->health > 0 && VALIDSTRING(traceEnt->behaviorSet[BSET_MINDTRICK]) )
{//I have the ability to mind-trick and he is alive and he has a mind trick script
//NOTE: no need to check range since it's always 2048
cg_forceCrosshair = qtrue;
}
}
// No? Check for force-push/pullable doors and func_statics
else if ( traceEnt->s.eType == ET_MOVER )
{//hit a mover
if ( !Q_stricmp( "func_door", traceEnt->classname ) )
{//it's a func_door
if ( traceEnt->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/ )
{//it's force-usable
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] || cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//player has push or pull
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
}
}
else if ( !Q_stricmp( "func_static", traceEnt->classname ) )
{//it's a func_static
if ( (traceEnt->spawnflags & 1/*F_PUSH*/) && (traceEnt->spawnflags & 2/*F_PULL*/) )
{//push or pullable
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 1/*F_PUSH*/) )
{//pushable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]] >= trace.fraction * 2048 )
{//actually close enough to use force push on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 2/*F_PULL*/) )
{//pullable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]] >= trace.fraction * 2048 )
{//actually close enough to use force pull on it
cg_forceCrosshair = qtrue;
}
}
}
}
}
}
}
if ( !cg_forceCrosshair )
{
if ( 1 ) //(cg_dynamicCrosshair.integer )
{//100% accurate
vec3_t d_f, d_rt, d_up;
// If you're riding a vehicle and not being drawn.
if ( ( pVeh = G_IsRidingVehicle( cg_entities[0].gent ) ) != NULL && cg_entities[0].currentState.eFlags & EF_NODRAW )
{
VectorCopy( cg_entities[pVeh->m_pParentEntity->s.number].lerpOrigin, start );
AngleVectors( cg_entities[pVeh->m_pParentEntity->s.number].lerpAngles, d_f, d_rt, d_up );
}
else if ( cg.snap->ps.weapon == WP_NONE || cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON )
{
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in camera ent view
ignoreEnt = cg.snap->ps.viewEntity;
if ( g_entities[cg.snap->ps.viewEntity].client )
{
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, start );
}
else
{
VectorCopy( cg_entities[cg.snap->ps.viewEntity].lerpOrigin, start );
}
AngleVectors( cg_entities[cg.snap->ps.viewEntity].lerpAngles, d_f, d_rt, d_up );
}
else
{
VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
}
}
else
{
extern void CalcMuzzlePoint( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in );
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
CalcMuzzlePoint( &g_entities[0], d_f, d_rt, d_up, start , 0 );
}
//VectorCopy( g_entities[0].client->renderInfo.muzzlePoint, start );
//FIXME: increase this? Increase when zoom in?
VectorMA( start, 4096, d_f, end );//was 8192
}
else
{//old way
VectorCopy( cg.refdef.vieworg, start );
//FIXME: increase this? Increase when zoom in?
VectorMA( start, 4096, cg.refdef.viewaxis[0], end );//was 8192
}
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_TERRAIN|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
/*
CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
cg.snap->ps.clientNum, MASK_PLAYERSOLID|CONTENTS_CORPSE|CONTENTS_ITEM );
*/
//FIXME: pick up corpses
if ( trace.startsolid || trace.allsolid )
{
// trace should not be allowed to pick up anything if it started solid. I tried actually moving the trace start back, which also worked,
// but the dynamic cursor drawing caused it to render around the clip of the gun when I pushed the blaster all the way into a wall.
// It looked quite horrible...but, if this is bad for some reason that I don't know
trace.entityNum = ENTITYNUM_NONE;
}
traceEnt = &g_entities[trace.entityNum];
}
// if the object is "dead", don't show it
/* if ( cg.crosshairClientNum && g_entities[cg.crosshairClientNum].health <= 0 )
{
cg.crosshairClientNum = 0;
return;
}
*/
//CROSSHAIR is now always drawn from this trace so it's 100% accurate
if ( 1 ) //(cg_dynamicCrosshair.integer )
{//draw crosshair at endpoint
CG_DrawCrosshair( trace.endpos );
}
g_crosshairEntNum = trace.entityNum;
g_crosshairEntDist = 4096*trace.fraction;
if ( !traceEnt )
{
//not looking at anything
g_crosshairSameEntTime = 0;
g_crosshairEntTime = 0;
}
else
{//looking at a valid ent
//store the distance
if ( trace.entityNum != g_crosshairEntNum )
{//new crosshair ent
g_crosshairSameEntTime = 0;
}
else if ( g_crosshairEntDist < 256 )
{//close enough to start counting how long you've been looking
g_crosshairSameEntTime += cg.frametime;
}
//remember the last time you looked at the person
g_crosshairEntTime = cg.time;
}
if ( !traceEnt )
{
if ( traceEnt && scanAll )
{
}
else
{
return;
}
}
// if the player is in fog, don't show it
content = cgi_CM_PointContents( trace.endpos, 0 );
if ( content & CONTENTS_FOG )
{
return;
}
// if the player is cloaked, don't show it
if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_CLOAKED ))
{
return;
}
// update the fade timer
if ( cg.crosshairClientNum != trace.entityNum )
{
infoStringCount = 0;
}
cg.crosshairClientNum = trace.entityNum;
cg.crosshairClientTime = cg.time;
}
/*
=====================
CG_DrawCrosshairNames
=====================
*/
static void CG_DrawCrosshairNames( void )
{
qboolean scanAll = qfalse;
centity_t *player = &cg_entities[0];
if ( 1 ) //cg_dynamicCrosshair.integer )
{
// still need to scan for dynamic crosshair
CG_ScanForCrosshairEntity( scanAll );
return;
}
if ( !player->gent )
{
return;
}
if ( !player->gent->client )
{
return;
}
// scan the known entities to see if the crosshair is sighted on one
// This is currently being called by the rocket tracking code, so we don't necessarily want to do duplicate traces :)
CG_ScanForCrosshairEntity( scanAll );
}
//--------------------------------------------------------------
static void CG_DrawActivePowers(void)
//--------------------------------------------------------------
{
int icon_size = 40;
int startx = icon_size*2+16;
int starty = SCREEN_HEIGHT - icon_size*2;
int endx = icon_size;
int endy = icon_size;
if (cg.zoomMode)
{ //don't display over zoom mask
return;
}
/*
//draw icon for duration powers so we know what powers are active cuttently
int i = 0;
while (i < NUM_FORCE_POWERS)
{
if ((cg.snap->ps.forcePowersActive & (1 << forcePowerSorted[i])) &&
CG_IsDurationPower(forcePowerSorted[i]))
{
CG_DrawPic( startx, starty, endx, endy, cgs.media.forcePowerIcons[forcePowerSorted[i]]);
startx += (icon_size+2); //+2 for spacing
if ((startx+icon_size) >= SCREEN_WIDTH-80)
{
startx = icon_size*2+16;
starty += (icon_size+2);
}
}
i++;
}
*/
//additionally, draw an icon force force rage recovery
if (cg.snap->ps.forceRageRecoveryTime > cg.time)
{
CG_DrawPic( startx, starty, endx, endy, cgs.media.rageRecShader);
}
}
//--------------------------------------------------------------
static void CG_DrawRocketLocking( int lockEntNum, int lockTime )
//--------------------------------------------------------------
{
gentity_t *gent = &g_entities[lockEntNum];
if ( !gent )
{
return;
}
int cx, cy;
vec3_t org;
static int oldDif = 0;
VectorCopy( gent->currentOrigin, org );
org[2] += (gent->mins[2] + gent->maxs[2]) * 0.5f;
if ( CG_WorldCoordToScreenCoord( org, &cx, &cy ))
{
// we care about distance from enemy to eye, so this is good enough
float sz = Distance( gent->currentOrigin, cg.refdef.vieworg ) / 1024.0f;
if ( cg.zoomMode > 0 )
{
if ( cg.overrides.active & CG_OVERRIDE_FOV )
{
sz -= ( cg.overrides.fov - cg_zoomFov ) / 80.0f;
}
else
{
sz -= ( cg_fov.value - cg_zoomFov ) / 80.0f;
}
}
if ( sz > 1.0f )
{
sz = 1.0f;
}
else if ( sz < 0.0f )
{
sz = 0.0f;
}
sz = (1.0f - sz) * (1.0f - sz) * 32 + 6;
vec4_t color={0.0f,0.0f,0.0f,0.0f};
cy += sz * 0.5f;
// well now, take our current lock time and divide that by 8 wedge slices to get the current lock amount
int dif = ( cg.time - g_rocketLockTime ) / ( 1200.0f / 8.0f );
if ( dif < 0 )
{
oldDif = 0;
return;
}
else if ( dif > 8 )
{
dif = 8;
}
// do sounds
if ( oldDif != dif )
{
if ( dif == 8 )
{
cgi_S_StartSound( org, 0, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/rocket/lock.wav" ));
}
else
{
cgi_S_StartSound( org, 0, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/rocket/tick.wav" ));
}
}
oldDif = dif;
for ( int i = 0; i < dif; i++ )
{
color[0] = 1.0f;
color[1] = 0.0f;
color[2] = 0.0f;
color[3] = 0.1f * i + 0.2f;
cgi_R_SetColor( color );
// our slices are offset by about 45 degrees.
CG_DrawRotatePic( cx - sz, cy - sz, sz, sz, i * 45.0f, cgi_R_RegisterShaderNoMip( "gfx/2d/wedge" ));
}
// we are locked and loaded baby
if ( dif == 8 )
{
color[0] = color[1] = color[2] = sin( cg.time * 0.05f ) * 0.5f + 0.5f;
color[3] = 1.0f; // this art is additive, so the alpha value does nothing
cgi_R_SetColor( color );
CG_DrawPic( cx - sz, cy - sz * 2, sz * 2, sz * 2, cgi_R_RegisterShaderNoMip( "gfx/2d/lock" ));
}
}
}
//------------------------------------
static void CG_RunRocketLocking( void )
//------------------------------------
{
centity_t *player = &cg_entities[0];
// Only bother with this when the player is holding down the alt-fire button of the rocket launcher
if ( player->currentState.weapon == WP_ROCKET_LAUNCHER )
{
if ( player->currentState.eFlags & EF_ALT_FIRING )
{
CG_ScanForRocketLock();
if ( g_rocketLockEntNum > 0 && g_rocketLockEntNum < ENTITYNUM_WORLD && g_rocketLockTime > 0 )
{
#ifdef _XBOX
FFFX_START( fffx_StartConst );
#endif
CG_DrawRocketLocking( g_rocketLockEntNum, g_rocketLockTime );
}
#ifdef _XBOX
else
{
FFFX_START( fffx_StopConst );
}
#endif
}
else
{
// disengage any residual locking
#ifdef _XBOX
FFFX_START( fffx_StopConst );
#endif
g_rocketLockEntNum = ENTITYNUM_WORLD;
g_rocketLockTime = 0;
}
}
}
/*
=================
CG_DrawIntermission
=================
*/
static void CG_DrawIntermission( void ) {
CG_DrawScoreboard();
}
/*
==================
CG_DrawSnapshot
==================
*/
static float CG_DrawSnapshot( float y ) {
char *s;
int w;
s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime,
cg.latestSnapshotNum, cgs.serverCommandSequence );
w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontMedium, 1.0f);
cgi_R_Font_DrawString(635 - w, y+2, s, colorTable[CT_LTGOLD1], cgs.media.qhFontMedium, -1, 1.0f);
return y + BIGCHAR_HEIGHT + 10;
}
/*
==================
CG_DrawFPS
==================
*/
#define FPS_FRAMES 16
static float CG_DrawFPS( float y ) {
char *s;
static unsigned short previousTimes[FPS_FRAMES];
static unsigned short index;
static int previous, lastupdate;
int t, i, fps, total;
unsigned short frameTime;
#ifdef _XBOX
const int xOffset = 30;
#else
const int xOffset = 0;
#endif
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
t = cgi_Milliseconds();
frameTime = t - previous;
previous = t;
if (t - lastupdate > 50) //don't sample faster than this
{
lastupdate = t;
previousTimes[index % FPS_FRAMES] = frameTime;
index++;
}
// average multiple frames together to smooth changes out a bit
total = 0;
for ( i = 0 ; i < FPS_FRAMES ; i++ ) {
total += previousTimes[i];
}
if ( !total ) {
total = 1;
}
fps = 1000 * FPS_FRAMES / total;
s = va( "%ifps", fps );
const int w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontMedium, 1.0f);
cgi_R_Font_DrawString(635-xOffset - w, y+2, s, colorTable[CT_LTGOLD1], cgs.media.qhFontMedium, -1, 1.0f);
return y + BIGCHAR_HEIGHT + 10;
}
/*
=================
CG_DrawTimer
=================
*/
static float CG_DrawTimer( float y ) {
char *s;
int w;
int mins, seconds, tens;
seconds = cg.time / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
s = va( "%i:%i%i", mins, tens, seconds );
w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontMedium, 1.0f);
cgi_R_Font_DrawString(635 - w, y+2, s, colorTable[CT_LTGOLD1], cgs.media.qhFontMedium, -1, 1.0f);
return y + BIGCHAR_HEIGHT + 10;
}
/*
=================
CG_DrawAmmoWarning
=================
*/
static void CG_DrawAmmoWarning( void ) {
char text[1024]={0};
int w;
if ( cg_drawAmmoWarning.integer == 0 ) {
return;
}
if ( !cg.lowAmmoWarning ) {
return;
}
if ( weaponData[cg.snap->ps.weapon].ammoIndex == AMMO_NONE )
{//doesn't use ammo, so no warning
return;
}
if ( cg.lowAmmoWarning == 2 ) {
cgi_SP_GetStringTextString( "SP_INGAME_INSUFFICIENTENERGY", text, sizeof(text) );
} else {
return;
//s = "LOW AMMO WARNING";
}
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 1.0f);
cgi_R_Font_DrawString(320 - w/2, 64, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 1.0f);
}
//---------------------------------------
static qboolean CG_RenderingFromMiscCamera()
{
//centity_t *cent;
//cent = &cg_entities[cg.snap->ps.clientNum];
if ( cg.snap->ps.viewEntity > 0 &&
cg.snap->ps.viewEntity < ENTITYNUM_WORLD )// cent && cent->gent && cent->gent->client && cent->gent->client->ps.viewEntity)
{
// Only check viewEntities
if ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname ))
{
// Only doing a misc_camera, so check health.
if ( g_entities[cg.snap->ps.viewEntity].health > 0 )
{
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/workingCamera" ));
}
else
{
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/brokenCamera" ));
}
// don't render other 2d stuff
return qtrue;
}
else if ( !Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))
{
// could do a panel turret screen overlay...this is a cheesy placeholder
CG_DrawPic( 30, 90, 128, 300, cgs.media.turretComputerOverlayShader );
CG_DrawPic( 610, 90, -128, 300, cgs.media.turretComputerOverlayShader );
}
else
{
// FIXME: make sure that this assumption is correct...because I'm assuming that I must be a droid.
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/droid_view" ));
}
}
// not in misc_camera, render other stuff.
return qfalse;
}
qboolean cg_usingInFrontOf = qfalse;
qboolean CanUseInfrontOf(gentity_t*);
static void CG_UseIcon()
{
cg_usingInFrontOf = CanUseInfrontOf(cg_entities[cg.snap->ps.clientNum].gent);
if (cg_usingInFrontOf)
{
cgi_R_SetColor( NULL );
CG_DrawPic( 50, 285, 64, 64, cgs.media.useableHint );
}
}
static void CG_Draw2DScreenTints( void )
{
float rageTime, rageRecTime, absorbTime, protectTime;
vec4_t hcolor;
//force effects
if (cg.snap->ps.forcePowersActive & (1 << FP_RAGE))
{
if (!cgRageTime)
{
cgRageTime = cg.time;
}
rageTime = (float)(cg.time - cgRageTime);
rageTime /= 9000;
if ( rageTime < 0 )
{
rageTime = 0;
}
if ( rageTime > 0.15f )
{
rageTime = 0.15f;
}
hcolor[3] = rageTime;
hcolor[0] = 0.7f;
hcolor[1] = 0;
hcolor[2] = 0;
if (!cg.renderingThirdPerson)
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
cgRageFadeTime = 0;
cgRageFadeVal = 0;
}
else if (cgRageTime)
{
if (!cgRageFadeTime)
{
cgRageFadeTime = cg.time;
cgRageFadeVal = 0.15f;
}
rageTime = cgRageFadeVal;
cgRageFadeVal -= (cg.time - cgRageFadeTime)*0.000005;
if (rageTime < 0)
{
rageTime = 0;
}
if ( rageTime > 0.15f )
{
rageTime = 0.15f;
}
if ( cg.snap->ps.forceRageRecoveryTime > cg.time )
{
float checkRageRecTime = rageTime;
if ( checkRageRecTime < 0.15f )
{
checkRageRecTime = 0.15f;
}
hcolor[3] = checkRageRecTime;
hcolor[0] = rageTime*4;
if ( hcolor[0] < 0.2f )
{
hcolor[0] = 0.2f;
}
hcolor[1] = 0.2f;
hcolor[2] = 0.2f;
}
else
{
hcolor[3] = rageTime;
hcolor[0] = 0.7f;
hcolor[1] = 0;
hcolor[2] = 0;
}
if (!cg.renderingThirdPerson && rageTime)
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
else
{
if (cg.snap->ps.forceRageRecoveryTime > cg.time)
{
hcolor[3] = 0.15f;
hcolor[0] = 0.2f;
hcolor[1] = 0.2f;
hcolor[2] = 0.2f;
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
cgRageTime = 0;
}
}
else if (cg.snap->ps.forceRageRecoveryTime > cg.time)
{
if (!cgRageRecTime)
{
cgRageRecTime = cg.time;
}
rageRecTime = (float)(cg.time - cgRageRecTime);
rageRecTime /= 9000;
if ( rageRecTime < 0.15f )//0)
{
rageRecTime = 0.15f;//0;
}
if ( rageRecTime > 0.15f )
{
rageRecTime = 0.15f;
}
hcolor[3] = rageRecTime;
hcolor[0] = 0.2f;
hcolor[1] = 0.2f;
hcolor[2] = 0.2f;
if ( !cg.renderingThirdPerson )
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
cgRageRecFadeTime = 0;
cgRageRecFadeVal = 0;
}
else if (cgRageRecTime)
{
if (!cgRageRecFadeTime)
{
cgRageRecFadeTime = cg.time;
cgRageRecFadeVal = 0.15f;
}
rageRecTime = cgRageRecFadeVal;
cgRageRecFadeVal -= (cg.time - cgRageRecFadeTime)*0.000005;
if (rageRecTime < 0)
{
rageRecTime = 0;
}
if ( rageRecTime > 0.15f )
{
rageRecTime = 0.15f;
}
hcolor[3] = rageRecTime;
hcolor[0] = 0.2f;
hcolor[1] = 0.2f;
hcolor[2] = 0.2f;
if (!cg.renderingThirdPerson && rageRecTime)
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
else
{
cgRageRecTime = 0;
}
}
if (cg.snap->ps.forcePowersActive & (1 << FP_ABSORB))
{
if (!cgAbsorbTime)
{
cgAbsorbTime = cg.time;
}
absorbTime = (float)(cg.time - cgAbsorbTime);
absorbTime /= 9000;
if ( absorbTime < 0 )
{
absorbTime = 0;
}
if ( absorbTime > 0.15f )
{
absorbTime = 0.15f;
}
hcolor[3] = absorbTime/2;
hcolor[0] = 0;
hcolor[1] = 0;
hcolor[2] = 0.7f;
if ( !cg.renderingThirdPerson )
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
cgAbsorbFadeTime = 0;
cgAbsorbFadeVal = 0;
}
else if (cgAbsorbTime)
{
if (!cgAbsorbFadeTime)
{
cgAbsorbFadeTime = cg.time;
cgAbsorbFadeVal = 0.15f;
}
absorbTime = cgAbsorbFadeVal;
cgAbsorbFadeVal -= (cg.time - cgAbsorbFadeTime)*0.000005;
if ( absorbTime < 0 )
{
absorbTime = 0;
}
if ( absorbTime > 0.15f )
{
absorbTime = 0.15f;
}
hcolor[3] = absorbTime/2;
hcolor[0] = 0;
hcolor[1] = 0;
hcolor[2] = 0.7f;
if ( !cg.renderingThirdPerson && absorbTime )
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
else
{
cgAbsorbTime = 0;
}
}
if (cg.snap->ps.forcePowersActive & (1 << FP_PROTECT))
{
if (!cgProtectTime)
{
cgProtectTime = cg.time;
}
protectTime = (float)(cg.time - cgProtectTime);
protectTime /= 9000;
if (protectTime < 0)
{
protectTime = 0;
}
if ( protectTime > 0.15f )
{
protectTime = 0.15f;
}
hcolor[3] = protectTime/2;
hcolor[0] = 0;
hcolor[1] = 0.7f;
hcolor[2] = 0;
if ( !cg.renderingThirdPerson )
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
cgProtectFadeTime = 0;
cgProtectFadeVal = 0;
}
else if ( cgProtectTime )
{
if ( !cgProtectFadeTime )
{
cgProtectFadeTime = cg.time;
cgProtectFadeVal = 0.15f;
}
protectTime = cgProtectFadeVal;
cgProtectFadeVal -= (cg.time - cgProtectFadeTime)*0.000005;
if (protectTime < 0)
{
protectTime = 0;
}
if (protectTime > 0.15f)
{
protectTime = 0.15f;
}
hcolor[3] = protectTime/2;
hcolor[0] = 0;
hcolor[1] = 0.7f;
hcolor[2] = 0;
if ( !cg.renderingThirdPerson && protectTime )
{
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
else
{
cgProtectTime = 0;
}
}
if ( (cg.refdef.viewContents&CONTENTS_LAVA) )
{//tint screen red
float phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
hcolor[3] = 0.5 + (0.15f*sin( phase ));
hcolor[0] = 0.7f;
hcolor[1] = 0;
hcolor[2] = 0;
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
else if ( (cg.refdef.viewContents&CONTENTS_SLIME) )
{//tint screen green
float phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
hcolor[3] = 0.4 + (0.1f*sin( phase ));
hcolor[0] = 0;
hcolor[1] = 0.7f;
hcolor[2] = 0;
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
else if ( (cg.refdef.viewContents&CONTENTS_WATER) )
{//tint screen light blue -- FIXME: check to see if in fog?
float phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
hcolor[3] = 0.3 + (0.05f*sin( phase ));
hcolor[0] = 0;
hcolor[1] = 0.2f;
hcolor[2] = 0.8f;
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
}
/*
=================
CG_Draw2D
=================
*/
extern void CG_SaberClashFlare( void );
static void CG_Draw2D( void )
{
char text[1024]={0};
int w,y_pos;
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
// if we are taking a levelshot for the menu, don't draw anything
if ( cg.levelShot )
{
return;
}
if ( cg_draw2D.integer == 0 )
{
return;
}
if ( cg.snap->ps.pm_type == PM_INTERMISSION )
{
CG_DrawIntermission();
return;
}
CG_Draw2DScreenTints();
//end credits
if (cg_endcredits.integer)
{
if (!CG_Credits_Draw())
{
CG_DrawCredits(); // will probably get rid of this soon
}
}
CGCam_DrawWideScreen();
CG_DrawBatteryCharge();
if (cg.snap->ps.forcePowersActive || cg.snap->ps.forceRageRecoveryTime > cg.time)
{
CG_DrawActivePowers();
}
// Draw this before the text so that any text won't get clipped off
if ( !in_camera )
{
CG_DrawZoomMask();
}
CG_DrawScrollText();
CG_DrawCaptionText();
if ( in_camera )
{//still draw the saber clash flare, but nothing else
CG_SaberClashFlare();
return;
}
if ( CG_RenderingFromMiscCamera())
{
// purposely doing an early out when in a misc_camera, change it if needed.
// allowing center print when in camera mode, probably just an alpha thing - dmv
CG_DrawCenterString();
return;
}
if ( (cg.snap->ps.forcePowersActive&(1<<FP_SEE)) )
{//force sight is on
//indicate this with sight cone thingy
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/jsense" ));
CG_DrawHealthBars();
}
else if ( cg_debugHealthBars.integer )
{
CG_DrawHealthBars();
}
// don't draw any status if dead
if ( cg.snap->ps.stats[STAT_HEALTH] > 0 )
{
if ( !(cent->gent && cent->gent->s.eFlags & (EF_LOCKED_TO_WEAPON )))//|EF_IN_ATST
{
//CG_DrawIconBackground();
}
CG_DrawWeaponSelect();
if ( cg.zoomMode == 0 )
{
CG_DrawStats();
}
CG_DrawAmmoWarning();
//CROSSHAIR is now done from the crosshair ent trace
//if ( !cg.renderingThirdPerson && !cg_dynamicCrosshair.integer ) // disruptor draws it's own crosshair artwork; binocs draw nothing; third person draws its own crosshair
//{
// CG_DrawCrosshair( NULL );
//}
CG_DrawCrosshairNames();
CG_RunRocketLocking();
CG_DrawInventorySelect();
CG_DrawForceSelect();
CG_DrawPickupItem();
CG_UseIcon();
}
CG_SaberClashFlare();
#ifdef _XBOX
float y = 32;
#else
float y = 0;
#endif
if (cg_drawSnapshot.integer) {
y=CG_DrawSnapshot(y);
}
if (cg_drawFPS.integer) {
y=CG_DrawFPS(y);
}
if (cg_drawTimer.integer) {
y=CG_DrawTimer(y);
}
// don't draw center string if scoreboard is up
if ( !CG_DrawScoreboard() ) {
CG_DrawCenterString();
}
/* if (cg.showInformation)
{
// CG_DrawMissionInformation();
}
else
*/
if (missionInfo_Updated)
{
if (cg.predicted_player_state.pm_type != PM_DEAD)
{
// Was a objective given?
/* if ((cg_updatedDataPadForcePower.integer) || (cg_updatedDataPadObjective.integer))
{
// How long has the game been running? If within 15 seconds of starting, throw up the datapad.
if (cg.dataPadLevelStartTime>cg.time)
{
// Make it pop up
if (!in_camera)
{
cgi_SendConsoleCommand( "datapad" );
cg.dataPadLevelStartTime=cg.time; //and don't do it again this level!
}
}
}
*/
if (!cg.missionInfoFlashTime)
{
cg.missionInfoFlashTime = cg.time + cg_missionInfoFlashTime.integer;
}
if (cg.missionInfoFlashTime < cg.time) // Time's up. They didn't read it.
{
cg.missionInfoFlashTime = 0;
missionInfo_Updated = qfalse;
CG_ClearDataPadCvars();
}
cgi_SP_GetStringTextString( "SP_INGAME_NEW_OBJECTIVE_INFO", text, sizeof(text) );
int x_pos = 0;
y_pos = 20;
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, 1.0f);
x_pos = (SCREEN_WIDTH/2)-(w/2);
cgi_R_Font_DrawString(x_pos, y_pos, text, colorTable[CT_LTRED1], cgs.media.qhFontMedium, -1, 1.0f);
}
}
if (cg.weaponPickupTextTime > cg.time )
{
int x_pos = 0;
y_pos = 5;
gi.Cvar_VariableStringBuffer( "cg_WeaponPickupText", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, 0.8f);
x_pos = (SCREEN_WIDTH/2)-(w/2);
cgi_R_Font_DrawString(x_pos, y_pos, text, colorTable[CT_WHITE], cgs.media.qhFontMedium, -1, 0.8f);
}
}
/*
===================
CG_DrawIconBackground
Choose the proper background for the icons, scale it depending on if your opening or
closing the icon section of the HU
===================
*/
void CG_DrawIconBackground(void)
{
int backgroundXPos,backgroundYPos;
int backgroundWidth,backgroundHeight;
qhandle_t background;
const float shutdownTime = 130.0f;
// Are we in zoom mode or the HUD is turned off?
if (( cg.zoomMode != 0 ) || !( cg_drawHUD.integer ))
{
return;
}
if ((cg.snap->ps.viewEntity>0 && cg.snap->ps.viewEntity<ENTITYNUM_WORLD))
{
return;
}
// Get size and location of bakcround specified in the HUD.MENU file
if (!cgi_UI_GetMenuInfo("iconbackground",&backgroundXPos,&backgroundYPos,&backgroundWidth,&backgroundHeight))
{
return;
}
// Use inventory background?
if (((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_INVENTORY))
{
background = cgs.media.inventoryIconBackground;
}
// Use weapon background?
else if (((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_WEAPONS))
{
background = 0;
//background = cgs.media.weaponIconBackground;
}
// Use force background?
else
{
background = cgs.media.forceIconBackground;
}
// Time is up, shutdown the icon section of the HUD
if ((cg.iconSelectTime+WEAPON_SELECT_TIME)<cg.time)
{
// Scale background down as it goes away
if (background && cg.iconHUDActive)
{
cg.iconHUDPercent = (cg.time - (cg.iconSelectTime+WEAPON_SELECT_TIME))/ shutdownTime;
cg.iconHUDPercent = 1.0f - cg.iconHUDPercent;
if (cg.iconHUDPercent<0.0f)
{
cg.iconHUDActive = qfalse;
cg.iconHUDPercent=0.f;
}
float holdFloat = (float) backgroundHeight;
backgroundHeight = (int) (holdFloat*cg.iconHUDPercent);
CG_DrawPic( backgroundXPos, backgroundYPos, backgroundWidth, -backgroundHeight, background); // Top half
CG_DrawPic( backgroundXPos, backgroundYPos,backgroundWidth, backgroundHeight, background); // Bottom half
}
return;
}
// Scale background up as it comes up
if (!cg.iconHUDActive)
{
cg.iconHUDPercent = (cg.time - cg.iconSelectTime)/ shutdownTime;
// Calc how far into opening sequence we are
if (cg.iconHUDPercent>1.0f)
{
cg.iconHUDActive = qtrue;
cg.iconHUDPercent=1.0f;
}
else if (cg.iconHUDPercent<0.0f)
{
cg.iconHUDPercent=0.0f;
}
}
else
{
cg.iconHUDPercent=1.0f;
}
// Print the background
if (background)
{
cgi_R_SetColor( colorTable[CT_WHITE] );
float holdFloat = (float) backgroundHeight;
backgroundHeight = (int) (holdFloat*cg.iconHUDPercent);
CG_DrawPic( backgroundXPos, backgroundYPos, backgroundWidth, -backgroundHeight, background); // Top half
CG_DrawPic( backgroundXPos, backgroundYPos,backgroundWidth, backgroundHeight, background); // Bottom half
}
if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_INVENTORY;
}
else if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_WEAPONS;
}
else
{
cgs.media.currentBackground = ICON_FORCE;
}
}
/*
=====================
CG_DrawActive
Perform all drawing needed to completely fill the screen
=====================
*/
void CG_DrawActive( stereoFrame_t stereoView ) {
float separation;
vec3_t baseOrg;
// optionally draw the info screen instead
if ( !cg.snap ) {
CG_DrawInformation();
return;
}
//FIXME: these globals done once at start of frame for various funcs
AngleVectors (cg.refdefViewAngles, vfwd, vright, vup);
VectorCopy( vfwd, vfwd_n );
VectorCopy( vright, vright_n );
VectorCopy( vup, vup_n );
VectorNormalize( vfwd_n );
VectorNormalize( vright_n );
VectorNormalize( vup_n );
switch ( stereoView ) {
case STEREO_CENTER:
separation = 0;
break;
case STEREO_LEFT:
separation = -cg_stereoSeparation.value / 2;
break;
case STEREO_RIGHT:
separation = cg_stereoSeparation.value / 2;
break;
default:
separation = 0;
CG_Error( "CG_DrawActive: Undefined stereoView" );
}
// clear around the rendered view if sized down
CG_TileClear();
// offset vieworg appropriately if we're doing stereo separation
VectorCopy( cg.refdef.vieworg, baseOrg );
if ( separation != 0 ) {
VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
}
if ( cg.zoomMode == 3 && cg.snap->ps.batteryCharge ) // doing the Light amp goggles thing
{
cgi_R_LAGoggles();
}
if ( (cg.snap->ps.forcePowersActive&(1<<FP_SEE)) )
{
cg.refdef.rdflags |= RDF_ForceSightOn;
}
cg.refdef.rdflags |= RDF_DRAWSKYBOX;
// draw 3D view
cgi_R_RenderScene( &cg.refdef );
// restore original viewpoint if running stereo
if ( separation != 0 ) {
VectorCopy( baseOrg, cg.refdef.vieworg );
}
// draw status bar and other floating elements
CG_Draw2D();
}