// Copyright (C) 1999-2000 Id Software, Inc. // // cg_draw.c -- draw all of the graphical elements during // active (after loading) gameplay #include "cg_local.h" #include "../game/bg_saga.h" #include "../ui/ui_shared.h" #include "../ui/ui_public.h" extern float CG_RadiusForCent( centity_t *cent ); qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y); qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ); static void CG_DrawSiegeTimer(int timeRemaining, qboolean isMyTeam); static void CG_DrawSiegeDeathTimer( int timeRemaining ); // nmckenzie: DUEL_HEALTH void CG_DrawDuelistHealth ( float x, float y, float w, float h, int duelist ); // used for scoreboard extern displayContextDef_t cgDC; menuDef_t *menuScoreboard = NULL; vec4_t bluehudtint = {0.5, 0.5, 1.0, 1.0}; vec4_t redhudtint = {1.0, 0.5, 0.5, 1.0}; float *hudTintColor; int sortedTeamPlayers[TEAM_MAXOVERLAY]; int numSortedTeamPlayers; int lastvalidlockdif; extern float zoomFov; //this has to be global client-side char systemChat[256]; char teamChat1[256]; char teamChat2[256]; // The time at which you died and the time it will take for you to rejoin game. int cg_siegeDeathTime = 0; #define MAX_HUD_TICS 4 const char *armorTicName[MAX_HUD_TICS] = { "armor_tic1", "armor_tic2", "armor_tic3", "armor_tic4", }; const char *healthTicName[MAX_HUD_TICS] = { "health_tic1", "health_tic2", "health_tic3", "health_tic4", }; const char *forceTicName[MAX_HUD_TICS] = { "force_tic1", "force_tic2", "force_tic3", "force_tic4", }; const char *ammoTicName[MAX_HUD_TICS] = { "ammo_tic1", "ammo_tic2", "ammo_tic3", "ammo_tic4", }; char *showPowersName[] = { "HEAL2",//FP_HEAL "JUMP2",//FP_LEVITATION "SPEED2",//FP_SPEED "PUSH2",//FP_PUSH "PULL2",//FP_PULL "MINDTRICK2",//FP_TELEPTAHY "GRIP2",//FP_GRIP "LIGHTNING2",//FP_LIGHTNING "DARK_RAGE2",//FP_RAGE "PROTECT2",//FP_PROTECT "ABSORB2",//FP_ABSORB "TEAM_HEAL2",//FP_TEAM_HEAL "TEAM_REPLENISH2",//FP_TEAM_FORCE "DRAIN2",//FP_DRAIN "SEEING2",//FP_SEE "SABER_OFFENSE2",//FP_SABER_OFFENSE "SABER_DEFENSE2",//FP_SABER_DEFENSE "SABER_THROW2",//FP_SABERTHROW NULL }; //Called from UI shared code. For now we'll just redirect to the normal anim load function. #include "../namespace_begin.h" int UI_ParseAnimationFile(const char *filename, animation_t *animset, qboolean isHumanoid) { return BG_ParseAnimationFile(filename, animset, isHumanoid); } int MenuFontToHandle(int iMenuFont) { switch (iMenuFont) { case FONT_SMALL: return cgDC.Assets.qhSmallFont; case FONT_SMALL2: return cgDC.Assets.qhSmall2Font; case FONT_MEDIUM: return cgDC.Assets.qhMediumFont; case FONT_LARGE: return cgDC.Assets.qhMediumFont;//cgDC.Assets.qhBigFont; //fixme? Big fonr isn't registered...? } return cgDC.Assets.qhMediumFont; } #include "../namespace_end.h" int CG_Text_Width(const char *text, float scale, int iMenuFont) { int iFontIndex = MenuFontToHandle(iMenuFont); return trap_R_Font_StrLenPixels(text, iFontIndex, scale); } int CG_Text_Height(const char *text, float scale, int iMenuFont) { int iFontIndex = MenuFontToHandle(iMenuFont); return trap_R_Font_HeightPixels(iFontIndex, scale); } #include "../qcommon/qfiles.h" // for STYLE_BLINK etc void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style, int iMenuFont) { int iStyleOR = 0; int iFontIndex = MenuFontToHandle(iMenuFont); switch (style) { case ITEM_TEXTSTYLE_NORMAL: iStyleOR = 0;break; // JK2 normal text case ITEM_TEXTSTYLE_BLINK: iStyleOR = STYLE_BLINK;break; // JK2 fast blinking case ITEM_TEXTSTYLE_PULSE: iStyleOR = STYLE_BLINK;break; // JK2 slow pulsing case ITEM_TEXTSTYLE_SHADOWED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this ) case ITEM_TEXTSTYLE_OUTLINED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this ) case ITEM_TEXTSTYLE_OUTLINESHADOWED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this ) case ITEM_TEXTSTYLE_SHADOWEDMORE: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this ) } trap_R_Font_DrawString( x, // int ox y, // int oy text, // const char *text color, // paletteRGBA_c c iStyleOR | iFontIndex, // const int iFontHandle !limit?-1:limit, // iCharLimit (-1 = none) scale // const float scale = 1.0f ); } /* 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) { int 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 / 2;//gives screen coords in virtual 640x480, to be adjusted when drawn ycenter = 480 / 2;//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] < 0.01) { return qfalse; } // Simple convert to screen coords. float xzi = xcenter / transformed[2] * (90.0/cg.refdef.fov_x); float yzi = ycenter / transformed[2] * (90.0/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 ) { float xF, yF; qboolean retVal = CG_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF ); *x = (int)xF; *y = (int)yF; return retVal; } */ /* ================ CG_DrawZoomMask ================ */ static void CG_DrawZoomMask( void ) { vec4_t color1; float level; static qboolean flip = qtrue; // int ammo = cg_entities[0].gent->client->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex]; float cx, cy; // int val[5]; float max, fi; // Check for Binocular specific zooming since we'll want to render different bits in each case if ( cg.predictedPlayerState.zoomMode == 2 ) { int val, i; float off; // zoom level level = (float)(80.0f - cg.predictedPlayerState.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; // draw blue tinted distortion mask, trying to make it as small as is necessary to fill in the viewable area trap_R_SetColor( colorTable[CT_WHITE] ); CG_DrawPic( 34, 48, 570, 362, cgs.media.binocularStatic ); // Black out the area behind the numbers trap_R_SetColor( colorTable[CT_BLACK]); CG_DrawPic( 212, 367, 200, 40, cgs.media.whiteShader ); // Numbers should be kind of greenish color1[0] = 0.2f; color1[1] = 0.4f; color1[2] = 0.2f; color1[3] = 0.3f; trap_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..... val = ((int)((cg.refdef.viewangles[YAW] + 180) / 10)) * 10; off = (cg.refdef.viewangles[YAW] + 180) - val; for ( 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 ); 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; trap_R_SetColor( color1 ); CG_DrawPic( 82, 94, 16, 16, cgs.media.binocularCircle ); // 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; trap_R_SetColor( color1 ); CG_DrawPic( 0, 0, 640, 480, cgs.media.binocularMask ); CG_DrawPic( 4, 282 - level, 16, 16, cgs.media.binocularArrow ); // The top triangle bit randomly flips if ( flip ) { 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; } } else if ( cg.predictedPlayerState.zoomMode) { // disruptor zoom mode level = (float)(50.0f - zoomFov) / 50.0f;//(float)(80.0f - 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 trap_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; trap_R_SetColor( color1 ); } // Draw rotating insert CG_DrawRotatePic2( 320, 240, 640, 480, -level, cgs.media.disruptorInsert ); // Increase the light levels under the center of the target // CG_DrawPic( 198, 118, 246, 246, cgs.media.disruptorLight ); // weirdness.....converting ammo to a base five number scale just to be geeky. /* val[0] = ammo % 5; val[1] = (ammo / 5) % 5; val[2] = (ammo / 25) % 5; val[3] = (ammo / 125) % 5; val[4] = (ammo / 625) % 5; color1[0] = 0.2f; color1[1] = 0.55f + crandom() * 0.1f; color1[2] = 0.5f + crandom() * 0.1f; color1[3] = 1.0f; trap_R_SetColor( color1 ); for ( int t = 0; t < 5; t++ ) { cx = 320 + sin( (t*10+45)/57.296f ) * 192; cy = 240 + cos( (t*10+45)/57.296f ) * 192; CG_DrawRotatePic2( cx, cy, 24, 38, 45 - t * 10, trap_R_RegisterShader( va("gfx/2d/char%d",val[4-t] ))); } */ //max = ( cg_entities[0].gent->health / 100.0f ); if ( (cg.snap->ps.eFlags & EF_DOUBLE_AMMO) ) { max = cg.snap->ps.ammo[weaponData[WP_DISRUPTOR].ammoIndex] / ((float)ammoData[weaponData[WP_DISRUPTOR].ammoIndex].max*2.0f); } else { max = cg.snap->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 health, 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; } trap_R_SetColor( color1 ); max *= 58.0f; for (fi = 18.5f; fi <= 18.5f + max; fi+= 3 ) // going from 15 to 45 degrees, with 5 degree increments { cx = 320 + sin( (fi+90.0f)/57.296f ) * 190; cy = 240 + cos( (fi+90.0f)/57.296f ) * 190; CG_DrawRotatePic2( cx, cy, 12, 24, 90 - fi, cgs.media.disruptorInsertTick ); } if ( cg.predictedPlayerState.weaponstate == WEAPON_CHARGING_ALT ) { trap_R_SetColor( colorTable[CT_WHITE] ); // draw the charge level max = ( cg.time - cg.predictedPlayerState.weaponChargeTime ) / ( 50.0f * 30.0f ); // bad hardcodedness 50 is disruptor charge unit and 30 is max charge units allowed. if ( max > 1.0f ) { max = 1.0f; } trap_R_DrawStretchPic(257, 435, 134*max, 34, 0, 0, max, 1, cgs.media.disruptorChargeShader); } // trap_R_SetColor( colorTable[CT_WHITE] ); // CG_DrawPic( 0, 0, 640, 480, cgs.media.disruptorMask ); } } /* ================ CG_Draw3DModel ================ */ void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, void *ghoul2, int g2radius, qhandle_t skin, vec3_t origin, vec3_t angles ) { refdef_t refdef; refEntity_t ent; if ( !cg_draw3dIcons.integer || !cg_drawIcons.integer ) { return; } memset( &refdef, 0, sizeof( refdef ) ); memset( &ent, 0, sizeof( ent ) ); AnglesToAxis( angles, ent.axis ); VectorCopy( origin, ent.origin ); ent.hModel = model; ent.ghoul2 = ghoul2; ent.radius = g2radius; ent.customSkin = skin; ent.renderfx = RF_NOSHADOW; // no stencil shadows refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.fov_x = 30; refdef.fov_y = 30; refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; refdef.time = cg.time; trap_R_ClearScene(); trap_R_AddRefEntityToScene( &ent ); trap_R_RenderScene( &refdef ); } /* ================ CG_DrawHead Used for both the status bar and the scoreboard ================ */ void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ) { clientInfo_t *ci; if (clientNum >= MAX_CLIENTS) { //npc? return; } ci = &cgs.clientinfo[ clientNum ]; CG_DrawPic( x, y, w, h, ci->modelIcon ); // if they are deferred, draw a cross out if ( ci->deferred ) { CG_DrawPic( x, y, w, h, cgs.media.deferShader ); } } /* ================ CG_DrawFlagModel Used for both the status bar and the scoreboard ================ */ void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ) { qhandle_t cm; float len; vec3_t origin, angles; vec3_t mins, maxs; qhandle_t handle; if ( !force2D && cg_draw3dIcons.integer ) { VectorClear( angles ); cm = cgs.media.redFlagModel; // offset the origin y and z to center the flag trap_R_ModelBounds( cm, mins, maxs ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); // calculate distance so the flag nearly fills the box // assume heads are taller than wide len = 0.5 * ( maxs[2] - mins[2] ); origin[0] = len / 0.268; // len / tan( fov/2 ) angles[YAW] = 60 * sin( cg.time / 2000.0 );; if( team == TEAM_RED ) { handle = cgs.media.redFlagModel; } else if( team == TEAM_BLUE ) { handle = cgs.media.blueFlagModel; } else if( team == TEAM_FREE ) { handle = 0;//cgs.media.neutralFlagModel; } else { return; } CG_Draw3DModel( x, y, w, h, handle, NULL, 0, 0, origin, angles ); } else if ( cg_drawIcons.integer ) { gitem_t *item; if( team == TEAM_RED ) { item = BG_FindItemForPowerup( PW_REDFLAG ); } else if( team == TEAM_BLUE ) { item = BG_FindItemForPowerup( PW_BLUEFLAG ); } else if( team == TEAM_FREE ) { item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); } else { return; } if (item) { CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon ); } } } /* ================ DrawAmmo ================ */ void DrawAmmo() { int x, y; x = SCREEN_WIDTH-80; y = SCREEN_HEIGHT-80; } /* ================ CG_DrawHealth ================ */ void CG_DrawHealth( menuDef_t *menuHUD ) { vec4_t calcColor; playerState_t *ps; int healthAmt; int i,currValue,inc; itemDef_t *focusItem; float percent; // Can we find the menu? if (!menuHUD) { return; } ps = &cg.snap->ps; // What's the health? healthAmt = ps->stats[STAT_HEALTH]; if (healthAmt > ps->stats[STAT_MAX_HEALTH]) { healthAmt = ps->stats[STAT_MAX_HEALTH]; } inc = (float) ps->stats[STAT_MAX_HEALTH] / MAX_HUD_TICS; currValue = healthAmt; // Print the health tics, fading out the one which is partial health for (i=(MAX_HUD_TICS-1);i>=0;i--) { focusItem = Menu_FindItemByName(menuHUD, healthTicName[i]); if (!focusItem) // This is bad { continue; } memcpy(calcColor, hudTintColor, sizeof(vec4_t)); if (currValue <= 0) // don't show tic { break; } else if (currValue < inc) // partial tic (alpha it out) { percent = (float) currValue / inc; calcColor[3] *= percent; // Fade it out } trap_R_SetColor( calcColor); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); currValue -= inc; } // Print the mueric amount focusItem = Menu_FindItemByName(menuHUD, "healthamount"); if (focusItem) { // Print health amount trap_R_SetColor( focusItem->window.foreColor ); CG_DrawNumField ( focusItem->window.rect.x, focusItem->window.rect.y, 3, ps->stats[STAT_HEALTH], focusItem->window.rect.w, focusItem->window.rect.h, NUM_FONT_SMALL, qfalse); } } /* ================ CG_DrawArmor ================ */ void CG_DrawArmor( menuDef_t *menuHUD ) { vec4_t calcColor; playerState_t *ps; int armor, maxArmor; itemDef_t *focusItem; float percent,quarterArmor; int i,currValue,inc; //ps = &cg.snap->ps; ps = &cg.predictedPlayerState; // Can we find the menu? if (!menuHUD) { return; } armor = ps->stats[STAT_ARMOR]; maxArmor = ps->stats[STAT_MAX_HEALTH]; if (armor> maxArmor) { armor = maxArmor; } currValue = armor; inc = (float) maxArmor / MAX_HUD_TICS; memcpy(calcColor, hudTintColor, sizeof(vec4_t)); for (i=(MAX_HUD_TICS-1);i>=0;i--) { focusItem = Menu_FindItemByName(menuHUD, armorTicName[i]); if (!focusItem) // This is bad { continue; } memcpy(calcColor, hudTintColor, sizeof(vec4_t)); if (currValue <= 0) // don't show tic { break; } else if (currValue < inc) // partial tic (alpha it out) { percent = (float) currValue / inc; calcColor[3] *= percent; } trap_R_SetColor( calcColor); if ((i==(MAX_HUD_TICS-1)) && (currValue < inc)) { if (cg.HUDArmorFlag) { CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } } else { CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } currValue -= inc; } focusItem = Menu_FindItemByName(menuHUD, "armoramount"); if (focusItem) { // Print armor amount trap_R_SetColor( focusItem->window.foreColor ); CG_DrawNumField ( focusItem->window.rect.x, focusItem->window.rect.y, 3, armor, focusItem->window.rect.w, focusItem->window.rect.h, NUM_FONT_SMALL, qfalse); } // If armor is low, flash a graphic to warn the player if (armor) // Is there armor? Draw the HUD Armor TIC { 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; } } /* ================ 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( centity_t *cent, menuDef_t *menuHUD) { itemDef_t *focusItem; if (!cent->currentState.weapon ) // We don't have a weapon right now { return; } if ( cent->currentState.weapon != WP_SABER ) { return; } // Can we find the menu? if (!menuHUD) { return; } // draw the current saber style in this window switch ( cg.predictedPlayerState.fd.saberDrawAnimLevel ) { case 1://FORCE_LEVEL_1: case 5://FORCE_LEVEL_5://Tavion focusItem = Menu_FindItemByName(menuHUD, "saberstyle_fast"); if (focusItem) { trap_R_SetColor( hudTintColor ); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } break; case 2://FORCE_LEVEL_2: case 6://SS_DUAL case 7://SS_STAFF focusItem = Menu_FindItemByName(menuHUD, "saberstyle_medium"); if (focusItem) { trap_R_SetColor( hudTintColor ); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } break; case 3://FORCE_LEVEL_3: case 4://FORCE_LEVEL_4://Desann focusItem = Menu_FindItemByName(menuHUD, "saberstyle_strong"); if (focusItem) { trap_R_SetColor( hudTintColor ); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } break; } } /* ================ CG_DrawAmmo ================ */ static void CG_DrawAmmo( centity_t *cent,menuDef_t *menuHUD) { playerState_t *ps; int i; vec4_t calcColor; float value,inc = 0.0f,percent; itemDef_t *focusItem; ps = &cg.snap->ps; // Can we find the menu? if (!menuHUD) { return; } if (!cent->currentState.weapon ) // We don't have a weapon right now { return; } value = ps->ammo[weaponData[cent->currentState.weapon].ammoIndex]; if (value < 0) // No ammo { return; } focusItem = Menu_FindItemByName(menuHUD, "ammoamount"); trap_R_SetColor( hudTintColor ); if (weaponData[cent->currentState.weapon].energyPerShot == 0 && weaponData[cent->currentState.weapon].altEnergyPerShot == 0) { //just draw "infinite" inc = 8 / MAX_HUD_TICS; value = 8; focusItem = Menu_FindItemByName(menuHUD, "ammoinfinite"); trap_R_SetColor( hudTintColor ); if (focusItem) { UI_DrawProportionalString(focusItem->window.rect.x, focusItem->window.rect.y, "--", NUM_FONT_SMALL, focusItem->window.foreColor); } } else { focusItem = Menu_FindItemByName(menuHUD, "ammoamount"); trap_R_SetColor( hudTintColor ); if (focusItem) { if ( (cent->currentState.eFlags & EF_DOUBLE_AMMO) ) { inc = (float) (ammoData[weaponData[cent->currentState.weapon].ammoIndex].max*2.0f) / MAX_HUD_TICS; } else { inc = (float) ammoData[weaponData[cent->currentState.weapon].ammoIndex].max / MAX_HUD_TICS; } value =ps->ammo[weaponData[cent->currentState.weapon].ammoIndex]; CG_DrawNumField ( focusItem->window.rect.x, focusItem->window.rect.y, 3, value, focusItem->window.rect.w, focusItem->window.rect.h, NUM_FONT_SMALL, qfalse); } } // Draw tics for (i=MAX_HUD_TICS-1;i>=0;i--) { focusItem = Menu_FindItemByName(menuHUD, ammoTicName[i]); if (!focusItem) { continue; } memcpy(calcColor, hudTintColor, sizeof(vec4_t)); if ( value <= 0 ) // done { break; } else if (value < inc) // partial tic { percent = value / inc; calcColor[3] = percent; } trap_R_SetColor( calcColor); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); value -= inc; } } /* ================ CG_DrawForcePower ================ */ void CG_DrawForcePower( menuDef_t *menuHUD ) { int i; vec4_t calcColor; float value,inc,percent; itemDef_t *focusItem; const int maxForcePower = 100; qboolean flash=qfalse; // Can we find the menu? if (!menuHUD) { 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; trap_S_StartSound (NULL, 0, CHAN_LOCAL, 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; } // if (!cg.forceHUDActive) // { // return; // } inc = (float) maxForcePower / MAX_HUD_TICS; value = cg.snap->ps.fd.forcePower; for (i=MAX_HUD_TICS-1;i>=0;i--) { focusItem = Menu_FindItemByName(menuHUD, forceTicName[i]); if (!focusItem) { continue; } // memcpy(calcColor, hudTintColor, sizeof(vec4_t)); if ( value <= 0 ) // done { 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)); } } trap_R_SetColor( calcColor); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); value -= inc; } focusItem = Menu_FindItemByName(menuHUD, "forceamount"); if (focusItem) { // Print force amount trap_R_SetColor( focusItem->window.foreColor ); CG_DrawNumField ( focusItem->window.rect.x, focusItem->window.rect.y, 3, cg.snap->ps.fd.forcePower, focusItem->window.rect.w, focusItem->window.rect.h, NUM_FONT_SMALL, qfalse); } } /* ================ CG_DrawHUD ================ */ void CG_DrawHUD(centity_t *cent) { menuDef_t *menuHUD = NULL; itemDef_t *focusItem = NULL; const char *scoreStr = NULL; int scoreBias; char scoreBiasStr[16]; if (cg_hudFiles.integer) { int x = 0; int y = SCREEN_HEIGHT-80; char ammoString[64]; int weapX = x; UI_DrawProportionalString( x+16, y+40, va( "%i", cg.snap->ps.stats[STAT_HEALTH] ), UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_HUD_RED] ); UI_DrawProportionalString( x+18+14, y+40+14, va( "%i", cg.snap->ps.stats[STAT_ARMOR] ), UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_HUD_GREEN] ); if (cg.snap->ps.weapon == WP_SABER) { if (cg.snap->ps.fd.saberDrawAnimLevel == SS_DUAL) { Com_sprintf(ammoString, sizeof(ammoString), "AKIMBO"); weapX += 16; } else if (cg.snap->ps.fd.saberDrawAnimLevel == SS_STAFF) { Com_sprintf(ammoString, sizeof(ammoString), "STAFF"); weapX += 16; } else if (cg.snap->ps.fd.saberDrawAnimLevel == FORCE_LEVEL_3) { Com_sprintf(ammoString, sizeof(ammoString), "STRONG"); weapX += 16; } else if (cg.snap->ps.fd.saberDrawAnimLevel == FORCE_LEVEL_2) { Com_sprintf(ammoString, sizeof(ammoString), "MEDIUM"); weapX += 16; } else { Com_sprintf(ammoString, sizeof(ammoString), "FAST"); } } else { Com_sprintf(ammoString, sizeof(ammoString), "%i", cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex]); } UI_DrawProportionalString( SCREEN_WIDTH-(weapX+16+32), y+40, va( "%s", ammoString ), UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_HUD_ORANGE] ); UI_DrawProportionalString( SCREEN_WIDTH-(x+18+14+32), y+40+14, va( "%i", cg.snap->ps.fd.forcePower), UI_SMALLFONT|UI_DROPSHADOW, colorTable[CT_ICON_BLUE] ); return; } if (cgs.gametype >= GT_TEAM && cgs.gametype != GT_SIEGE) { // tint the hud items based on team if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) hudTintColor = redhudtint; else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) hudTintColor = bluehudtint; else // If we're not on a team for whatever reason, leave things as they are. hudTintColor = colorTable[CT_WHITE]; } else { // tint the hud items white (dont' tint) hudTintColor = colorTable[CT_WHITE]; } // Draw the left HUD menuHUD = Menus_FindByName("lefthud"); if (menuHUD) { itemDef_t *focusItem; // Print scanline focusItem = Menu_FindItemByName(menuHUD, "scanline"); if (focusItem) { trap_R_SetColor( hudTintColor ); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } // Print frame focusItem = Menu_FindItemByName(menuHUD, "frame"); if (focusItem) { trap_R_SetColor( hudTintColor ); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } if (cg.predictedPlayerState.pm_type != PM_SPECTATOR) { CG_DrawArmor(menuHUD); CG_DrawHealth(menuHUD); } } else { //CG_Error("CG_ChatBox_ArrayInsert: unable to locate HUD menu file "); } //scoreStr = va("Score: %i", cgs.clientinfo[cg.snap->ps.clientNum].score); if ( cgs.gametype == GT_DUEL ) {//A duel that requires more than one kill to knock the current enemy back to the queue //show current kills out of how many needed scoreStr = va("%s: %i/%i", CG_GetStringEdString("MP_INGAME", "SCORE"), cg.snap->ps.persistant[PERS_SCORE], cgs.fraglimit); } else if (0 && cgs.gametype < GT_TEAM ) { // This is a teamless mode, draw the score bias. scoreBias = cg.snap->ps.persistant[PERS_SCORE] - cgs.scores1; if (scoreBias == 0) { // We are the leader! if (cgs.scores2 <= 0) { // Nobody to be ahead of yet. Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), ""); } else { scoreBias = cg.snap->ps.persistant[PERS_SCORE] - cgs.scores2; if (scoreBias == 0) { Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), " (Tie)"); } else { Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), " (+%d)", scoreBias); } } } else // if (scoreBias < 0) { // We are behind! Com_sprintf(scoreBiasStr, sizeof(scoreBiasStr), " (%d)", scoreBias); } scoreStr = va("%s: %i%s", CG_GetStringEdString("MP_INGAME", "SCORE"), cg.snap->ps.persistant[PERS_SCORE], scoreBiasStr); } else { // Don't draw a bias. scoreStr = va("%s: %i", CG_GetStringEdString("MP_INGAME", "SCORE"), cg.snap->ps.persistant[PERS_SCORE]); } menuHUD = Menus_FindByName("righthud"); if (menuHUD) { if (cgs.gametype != GT_POWERDUEL) { focusItem = Menu_FindItemByName(menuHUD, "score_line"); if (focusItem) { UI_DrawScaledProportionalString( focusItem->window.rect.x, focusItem->window.rect.y, scoreStr, UI_RIGHT|UI_DROPSHADOW, focusItem->window.foreColor, 0.7); } } // Print scanline focusItem = Menu_FindItemByName(menuHUD, "scanline"); if (focusItem) { trap_R_SetColor( hudTintColor ); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } focusItem = Menu_FindItemByName(menuHUD, "frame"); if (focusItem) { trap_R_SetColor( hudTintColor ); CG_DrawPic( focusItem->window.rect.x, focusItem->window.rect.y, focusItem->window.rect.w, focusItem->window.rect.h, focusItem->window.background ); } CG_DrawForcePower(menuHUD); // Draw ammo tics or saber style if ( cent->currentState.weapon == WP_SABER ) { CG_DrawSaberStyle(cent,menuHUD); } else { CG_DrawAmmo(cent,menuHUD); } } else { //CG_Error("CG_ChatBox_ArrayInsert: unable to locate HUD menu file "); } } #define MAX_SHOWPOWERS NUM_FORCE_POWERS qboolean ForcePower_Valid(int i) { if (i == FP_LEVITATION || i == FP_SABER_OFFENSE || i == FP_SABER_DEFENSE || i == FP_SABERTHROW) { return qfalse; } if (cg.snap->ps.fd.forcePowersKnown & (1 << i)) { return qtrue; } return qfalse; } /* =================== CG_DrawForceSelect =================== */ #ifdef _XBOX extern bool CL_ExtendSelectTime(void); #endif void CG_DrawForceSelect( void ) { int i; int count; int smallIconSize,bigIconSize; int holdX,x,y,x2,y2,pad,length; int sideLeftIconCnt,sideRightIconCnt; int sideMax,holdCount,iconCnt; int yOffset = 0; x2 = 0; y2 = 0; // don't display if dead if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { return; } if ((cg.forceSelectTime+WEAPON_SELECT_TIME)ps.fd.forcePowerSelected; return; } if (!cg.snap->ps.fd.forcePowersKnown) { return; } #ifdef _XBOX if(CL_ExtendSelectTime()) { cg.forceSelectTime = cg.time; } yOffset = -50; #endif // count the number of powers owned count = 0; for (i=0;i < NUM_FORCE_POWERS;++i) { if (ForcePower_Valid(i)) { count++; } } if (count == 0) // If no force powers, don't display { return; } sideMax = 3; // Max number of icons on the side // Calculate how many icons will appear to either side of the center one holdCount = count - 1; // -1 for the center icon if (holdCount == 0) // No icons to either side { sideLeftIconCnt = 0; sideRightIconCnt = 0; } else if (count > (2*sideMax)) // Go to the max on each side { sideLeftIconCnt = sideMax; sideRightIconCnt = sideMax; } else // Less than max, so do the calc { sideLeftIconCnt = holdCount/2; sideRightIconCnt = holdCount - sideLeftIconCnt; } smallIconSize = 30; bigIconSize = 60; pad = 12; x = 320; y = 425; // Background length = (sideLeftIconCnt * smallIconSize) + (sideLeftIconCnt*pad) + bigIconSize + (sideRightIconCnt * smallIconSize) + (sideRightIconCnt*pad) + 12; i = BG_ProperForceIndex(cg.forceSelect) - 1; if (i < 0) { i = MAX_SHOWPOWERS; } trap_R_SetColor(NULL); // Work backwards from current icon holdX = x - ((bigIconSize/2) + pad + smallIconSize); for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--) { if (i < 0) { i = MAX_SHOWPOWERS; } if (!ForcePower_Valid(forcePowerSorted[i])) // Does he have this power? { continue; } ++iconCnt; // Good icon if (cgs.media.forcePowerIcons[forcePowerSorted[i]]) { CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, cgs.media.forcePowerIcons[forcePowerSorted[i]] ); holdX -= (smallIconSize+pad); } } if (ForcePower_Valid(cg.forceSelect)) { // Current Center Icon if (cgs.media.forcePowerIcons[cg.forceSelect]) { CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)) + yOffset, bigIconSize, bigIconSize, cgs.media.forcePowerIcons[cg.forceSelect] ); //only cache the icon for display } } i = BG_ProperForceIndex(cg.forceSelect) + 1; if (i>MAX_SHOWPOWERS) { i = 0; } // Work forwards from current icon holdX = x + (bigIconSize/2) + pad; for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++) { if (i>MAX_SHOWPOWERS) { i = 0; } if (!ForcePower_Valid(forcePowerSorted[i])) // Does he have this power? { continue; } ++iconCnt; // Good icon if (cgs.media.forcePowerIcons[forcePowerSorted[i]]) { CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, cgs.media.forcePowerIcons[forcePowerSorted[i]] ); //only cache the icon for display holdX += (smallIconSize+pad); } } if ( showPowersName[cg.forceSelect] ) { UI_DrawProportionalString(320, y + 30 + yOffset, CG_GetStringEdString("SP_INGAME", showPowersName[cg.forceSelect]), UI_CENTER | UI_SMALLFONT, colorTable[CT_ICON_BLUE]); } } /* =================== CG_DrawInventorySelect =================== */ void CG_DrawInvenSelect( void ) { int i; int sideMax,holdCount,iconCnt; int smallIconSize,bigIconSize; int sideLeftIconCnt,sideRightIconCnt; int count; int holdX,x,y,y2,pad; int height; float addX; // don't display if dead if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { return; } if ((cg.invenSelectTime+WEAPON_SELECT_TIME)ps.stats[STAT_HOLDABLE_ITEM] || !cg.snap->ps.stats[STAT_HOLDABLE_ITEMS]) { return; } #ifdef _XBOX if(CL_ExtendSelectTime()) { cg.invenSelectTime = cg.time; } #endif if (cg.itemSelect == -1) { cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag; } //const int bits = cg.snap->ps.stats[ STAT_ITEMS ]; // count the number of items owned count = 0; for ( i = 0 ; i < HI_NUM_HOLDABLE ; i++ ) { if (/*CG_InventorySelectable(i) && inv_icons[i]*/ (cg.snap->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << i)) ) { count++; } } if (!count) { y2 = 0; //err? UI_DrawProportionalString(320, y2 + 22, "EMPTY INVENTORY", UI_CENTER | UI_SMALLFONT, colorTable[CT_ICON_BLUE]); return; } sideMax = 3; // Max number of icons on the side // Calculate how many icons will appear to either side of the center one holdCount = count - 1; // -1 for the center icon if (holdCount == 0) // No icons to either side { sideLeftIconCnt = 0; sideRightIconCnt = 0; } else if (count > (2*sideMax)) // Go to the max on each side { sideLeftIconCnt = sideMax; sideRightIconCnt = sideMax; } else // Less than max, so do the calc { sideLeftIconCnt = holdCount/2; sideRightIconCnt = holdCount - sideLeftIconCnt; } i = cg.itemSelect - 1; if (i<0) { i = HI_NUM_HOLDABLE-1; } smallIconSize = 40; bigIconSize = 80; pad = 16; x = 320; y = 410; // Left side ICONS // Work backwards from current icon holdX = x - ((bigIconSize/2) + pad + smallIconSize); height = smallIconSize * cg.iconHUDPercent; addX = (float) smallIconSize * .75; for (iconCnt=0;iconCntps.stats[STAT_HOLDABLE_ITEMS] & (1 << i)) || i == cg.itemSelect ) { continue; } ++iconCnt; // Good icon if (!BG_IsItemSelectable(&cg.predictedPlayerState, i)) { continue; } if (cgs.media.invenIcons[i]) { trap_R_SetColor(NULL); CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, cgs.media.invenIcons[i] ); trap_R_SetColor(colorTable[CT_ICON_BLUE]); /*CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12, NUM_FONT_SMALL,qfalse); */ holdX -= (smallIconSize+pad); } } // Current Center Icon height = bigIconSize * cg.iconHUDPercent; if (cgs.media.invenIcons[cg.itemSelect] && BG_IsItemSelectable(&cg.predictedPlayerState, cg.itemSelect)) { int itemNdex; trap_R_SetColor(NULL); CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, cgs.media.invenIcons[cg.itemSelect] ); addX = (float) bigIconSize * .75; trap_R_SetColor(colorTable[CT_ICON_BLUE]); /*CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.inventorySelect], 6, 12, NUM_FONT_SMALL,qfalse);*/ itemNdex = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE); if (bg_itemlist[itemNdex].classname) { vec4_t textColor = { .312f, .75f, .621f, 1.0f }; char text[1024]; char upperKey[1024]; strcpy(upperKey, bg_itemlist[itemNdex].classname); if ( trap_SP_GetStringTextString( va("SP_INGAME_%s",Q_strupr(upperKey)), text, sizeof( text ))) { UI_DrawProportionalString(320, y+45, text, UI_CENTER | UI_SMALLFONT, textColor); } else { UI_DrawProportionalString(320, y+45, bg_itemlist[itemNdex].classname, UI_CENTER | UI_SMALLFONT, textColor); } } } i = cg.itemSelect + 1; if (i> HI_NUM_HOLDABLE-1) { i = 0; } // Right side ICONS // Work forwards from current icon holdX = x + (bigIconSize/2) + pad; height = smallIconSize * cg.iconHUDPercent; addX = (float) smallIconSize * .75; for (iconCnt=0;iconCnt HI_NUM_HOLDABLE-1) { i = 0; } if ( !(cg.snap->ps.stats[STAT_HOLDABLE_ITEMS] & (1 << i)) || i == cg.itemSelect ) { continue; } ++iconCnt; // Good icon if (!BG_IsItemSelectable(&cg.predictedPlayerState, i)) { continue; } if (cgs.media.invenIcons[i]) { trap_R_SetColor(NULL); CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, cgs.media.invenIcons[i] ); trap_R_SetColor(colorTable[CT_ICON_BLUE]); /*CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12, NUM_FONT_SMALL,qfalse);*/ holdX += (smallIconSize+pad); } } } int cg_targVeh = ENTITYNUM_NONE; int cg_targVehLastTime = 0; qboolean CG_CheckTargetVehicle( centity_t **pTargetVeh, float *alpha ) { int targetNum = ENTITYNUM_NONE; centity_t *targetVeh = NULL; if ( !pTargetVeh || !alpha ) {//hey, where are my pointers? return qfalse; } *alpha = 1.0f; //FIXME: need to clear all of these when you die? if ( cg.predictedPlayerState.rocketLockIndex < ENTITYNUM_WORLD ) { targetNum = cg.predictedPlayerState.rocketLockIndex; } else if ( cg.crosshairVehNum < ENTITYNUM_WORLD && cg.time - cg.crosshairVehTime < 3000 ) {//crosshair was on a vehicle in the last 3 seconds targetNum = cg.crosshairVehNum; } else if ( cg.crosshairClientNum < ENTITYNUM_WORLD ) { targetNum = cg.crosshairClientNum; } if ( targetNum < MAX_CLIENTS ) {//real client if ( cg_entities[targetNum].currentState.m_iVehicleNum >= MAX_CLIENTS ) {//in a vehicle targetNum = cg_entities[targetNum].currentState.m_iVehicleNum; } } if ( targetNum < ENTITYNUM_WORLD && targetNum >= MAX_CLIENTS ) { centity_t *targetVeh = &cg_entities[targetNum]; if ( targetVeh->currentState.NPC_class == CLASS_VEHICLE && targetVeh->m_pVehicle && targetVeh->m_pVehicle->m_pVehicleInfo && targetVeh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER ) {//it's a vehicle cg_targVeh = targetNum; cg_targVehLastTime = cg.time; *alpha = 1.0f; } else { targetVeh = NULL; } } if ( !targetVeh ) { if ( cg_targVehLastTime && cg.time - cg_targVehLastTime < 3000 ) { targetVeh = &cg_entities[cg_targVeh];; if ( cg.time-cg_targVehLastTime < 1000 ) {//stay at full alpha for 1 sec after lose them from crosshair *alpha = 1.0f; } else {//fade out over 2 secs *alpha = 1.0f-((cg.time-cg_targVehLastTime-1000)/2000.0f); } } } if ( targetVeh ) { *pTargetVeh = targetVeh; return qtrue; } return 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 float CG_DrawVehicleShields( const menuDef_t *menuHUD, const centity_t *veh ) { int i; char itemName[64]; float inc, currValue,maxShields; vec4_t calcColor; itemDef_t *item; float percShields; item = Menu_FindItemByName((menuDef_t *) menuHUD, "armorbackground"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } maxShields = veh->m_pVehicle->m_pVehicleInfo->shields; currValue = cg.predictedVehicleState.stats[STAT_ARMOR]; percShields = (float)currValue/(float)maxShields; // 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) maxShields / MAX_VHUD_ARMOR_TICS; for (i=1;i<=MAX_VHUD_ARMOR_TICS;i++) { sprintf( itemName, "armor_tic%d", i ); item = Menu_FindItemByName((menuDef_t *) menuHUD, itemName); if (!item) { continue; } memcpy(calcColor, item->window.foreColor, 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 } trap_R_SetColor( calcColor); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); currValue -= inc; } return percShields; } int cg_vehicleAmmoWarning = 0; int cg_vehicleAmmoWarningTime = 0; void CG_DrawVehicleAmmo( const menuDef_t *menuHUD, const centity_t *veh ) { int i; char itemName[64]; float inc, currValue,maxAmmo; vec4_t calcColor; itemDef_t *item; item = Menu_FindItemByName((menuDef_t *) menuHUD, "ammobackground"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } maxAmmo = veh->m_pVehicle->m_pVehicleInfo->weapon[0].ammoMax; currValue = cg.predictedVehicleState.ammo[0]; inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS; for (i=1;i<=MAX_VHUD_AMMO_TICS;i++) { sprintf( itemName, "ammo_tic%d", i ); item = Menu_FindItemByName((menuDef_t *)menuHUD, itemName); if (!item) { continue; } if ( cg_vehicleAmmoWarningTime > cg.time && cg_vehicleAmmoWarning == 0 ) { memcpy(calcColor, g_color_table[ColorIndex(COLOR_RED)], sizeof(vec4_t)); calcColor[3] = sin(cg.time*0.005)*0.5f+0.5f; } else { memcpy(calcColor, item->window.foreColor, 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 } } trap_R_SetColor( calcColor); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); currValue -= inc; } } void CG_DrawVehicleAmmoUpper( const menuDef_t *menuHUD, const centity_t *veh ) { int i; char itemName[64]; float inc, currValue,maxAmmo; vec4_t calcColor; itemDef_t *item; item = Menu_FindItemByName((menuDef_t *)menuHUD, "ammoupperbackground"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } maxAmmo = veh->m_pVehicle->m_pVehicleInfo->weapon[0].ammoMax; currValue = cg.predictedVehicleState.ammo[0]; inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS; for (i=1;i cg.time && cg_vehicleAmmoWarning == 0 ) { memcpy(calcColor, g_color_table[ColorIndex(COLOR_RED)], sizeof(vec4_t)); calcColor[3] = sin(cg.time*0.005)*0.5f+0.5f; } else { memcpy(calcColor, item->window.foreColor, 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 } } trap_R_SetColor( calcColor); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); currValue -= inc; } } void CG_DrawVehicleAmmoLower( const menuDef_t *menuHUD, const centity_t *veh ) { int i; char itemName[64]; float inc, currValue,maxAmmo; vec4_t calcColor; itemDef_t *item; item = Menu_FindItemByName((menuDef_t *)menuHUD, "ammolowerbackground"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } maxAmmo = veh->m_pVehicle->m_pVehicleInfo->weapon[1].ammoMax; currValue = cg.predictedVehicleState.ammo[1]; inc = (float) maxAmmo / MAX_VHUD_AMMO_TICS; for (i=1;i cg.time && cg_vehicleAmmoWarning == 1 ) { memcpy(calcColor, g_color_table[ColorIndex(COLOR_RED)], sizeof(vec4_t)); calcColor[3] = sin(cg.time*0.005)*0.5f+0.5f; } else { memcpy(calcColor, item->window.foreColor, 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 } } trap_R_SetColor( calcColor); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); currValue -= inc; } } // The HUD.menu file has the graphic print with a negative height, so it will print from the bottom up. void CG_DrawVehicleTurboRecharge( const menuDef_t *menuHUD, const centity_t *veh ) { itemDef_t *item; int height; item = Menu_FindItemByName( (menuDef_t *) menuHUD, "turborecharge"); if (item) { float percent=0.0f; int diff = ( cg.time - veh->m_pVehicle->m_iTurboTime ); height = item->window.rect.h; if (diff > veh->m_pVehicle->m_pVehicleInfo->turboRecharge) { percent = 1.0f; trap_R_SetColor( colorTable[CT_GREEN] ); } else { percent = (float) diff / veh->m_pVehicle->m_pVehicleInfo->turboRecharge; if (percent < 0.0f) { percent = 0.0f; } trap_R_SetColor( colorTable[CT_RED] ); } height *= percent; CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, height, cgs.media.whiteShader); } } qboolean cg_drawLink = qfalse; void CG_DrawVehicleWeaponsLinked( const menuDef_t *menuHUD, const centity_t *veh ) { qboolean drawLink = qfalse; if ( veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo && (veh->m_pVehicle->m_pVehicleInfo->weapon[0].linkable == 2|| veh->m_pVehicle->m_pVehicleInfo->weapon[1].linkable == 2) ) {//weapon is always linked drawLink = qtrue; } else { //MP way: //must get sent over network if ( cg.predictedVehicleState.vehWeaponsLinked ) { drawLink = qtrue; } //NOTE: below is SP way /* //just cheat it if ( veh->gent->m_pVehicle->weaponStatus[0].linked || veh->gent->m_pVehicle->weaponStatus[1].linked ) { drawLink = qtrue; } */ } if ( cg_drawLink != drawLink ) {//state changed, play sound cg_drawLink = drawLink; trap_S_StartSound (NULL, cg.predictedPlayerState.clientNum, CHAN_LOCAL, trap_S_RegisterSound( "sound/vehicles/common/linkweaps.wav" ) ); } if ( drawLink ) { itemDef_t *item; item = Menu_FindItemByName( (menuDef_t *) menuHUD, "weaponslinked"); if (item) { trap_R_SetColor( colorTable[CT_CYAN] ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, cgs.media.whiteShader); } } } void CG_DrawVehicleSpeed( const menuDef_t *menuHUD, const centity_t *veh ) { int i; char itemName[64]; float inc, currValue,maxSpeed; vec4_t calcColor; itemDef_t *item; item = Menu_FindItemByName((menuDef_t *) menuHUD, "speedbackground"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } maxSpeed = veh->m_pVehicle->m_pVehicleInfo->speedMax; currValue = cg.predictedVehicleState.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 ); item = Menu_FindItemByName((menuDef_t *)menuHUD, itemName); if (!item) { continue; } if ( cg.time > veh->m_pVehicle->m_iTurboTime ) { memcpy(calcColor, item->window.foreColor, sizeof(vec4_t)); } else // In turbo mode { if (cg.VHUDFlashTime < cg.time) { cg.VHUDFlashTime = cg.time + 200; if (cg.VHUDTurboFlag) { cg.VHUDTurboFlag = qfalse; } else { cg.VHUDTurboFlag = qtrue; } } if (cg.VHUDTurboFlag) { memcpy(calcColor, colorTable[CT_LTRED1], sizeof(vec4_t)); } else { memcpy(calcColor, item->window.foreColor, 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 } trap_R_SetColor( calcColor); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); currValue -= inc; } } void CG_DrawVehicleArmor( const menuDef_t *menuHUD, const centity_t *veh ) { int i; vec4_t calcColor; char itemName[64]; float inc, currValue,maxArmor; itemDef_t *item; maxArmor = veh->m_pVehicle->m_pVehicleInfo->armor; currValue = cg.predictedVehicleState.stats[STAT_HEALTH]; item = Menu_FindItemByName( (menuDef_t *) menuHUD, "shieldbackground"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.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) maxArmor / MAX_VHUD_SHIELD_TICS; for (i=1;i <= MAX_VHUD_SHIELD_TICS;i++) { sprintf( itemName, "shield_tic%d", i ); item = Menu_FindItemByName((menuDef_t *) menuHUD, itemName); if (!item) { continue; } memcpy(calcColor, item->window.foreColor, 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 } trap_R_SetColor( calcColor); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); currValue -= inc; } } enum { VEH_DAMAGE_FRONT=0, VEH_DAMAGE_BACK, VEH_DAMAGE_LEFT, VEH_DAMAGE_RIGHT, }; typedef struct { char *itemName; short heavyDamage; short lightDamage; } veh_damage_t; veh_damage_t vehDamageData[4] = { "vehicle_front",SHIPSURF_DAMAGE_FRONT_HEAVY,SHIPSURF_DAMAGE_FRONT_LIGHT, "vehicle_back",SHIPSURF_DAMAGE_BACK_HEAVY,SHIPSURF_DAMAGE_BACK_LIGHT, "vehicle_left",SHIPSURF_DAMAGE_LEFT_HEAVY,SHIPSURF_DAMAGE_LEFT_LIGHT, "vehicle_right",SHIPSURF_DAMAGE_RIGHT_HEAVY,SHIPSURF_DAMAGE_RIGHT_LIGHT, }; // Draw health graphic for given part of vehicle void CG_DrawVehicleDamage(const centity_t *veh,int brokenLimbs,const menuDef_t *menuHUD,float alpha,int index) { itemDef_t *item; int colorI; vec4_t color; int graphicHandle=0; item = Menu_FindItemByName((menuDef_t *)menuHUD, vehDamageData[index].itemName); if (item) { if (brokenLimbs & (1<m_pVehicle->m_pVehicleInfo->iconFrontHandle; break; case VEH_DAMAGE_BACK : graphicHandle = veh->m_pVehicle->m_pVehicleInfo->iconBackHandle; break; case VEH_DAMAGE_LEFT : graphicHandle = veh->m_pVehicle->m_pVehicleInfo->iconLeftHandle; break; case VEH_DAMAGE_RIGHT : graphicHandle = veh->m_pVehicle->m_pVehicleInfo->iconRightHandle; break; } if (graphicHandle) { CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, graphicHandle ); } } } // Used on both damage indicators : player vehicle and the vehicle the player is locked on void CG_DrawVehicleDamageHUD(const centity_t *veh,int brokenLimbs,float percShields,char *menuName, float alpha) { menuDef_t *menuHUD; itemDef_t *item; vec4_t color; menuHUD = Menus_FindByName(menuName); if ( !menuHUD ) { return; } item = Menu_FindItemByName(menuHUD, "background"); if (item) { if (veh->m_pVehicle->m_pVehicleInfo->dmgIndicBackgroundHandle) { if ( veh->damageTime > cg.time ) {//ship shields currently taking damage //NOTE: cent->damageAngle can be accessed to get the direction from the ship origin to the impact point (in 3-D space) float perc = 1.0f - ((veh->damageTime - cg.time) / 2000.0f/*MIN_SHIELD_TIME*/); if ( perc < 0.0f ) { perc = 0.0f; } else if ( perc > 1.0f ) { perc = 1.0f; } color[0] = item->window.foreColor[0];//flash red color[1] = item->window.foreColor[1]*perc;//fade other colors back in over time color[2] = item->window.foreColor[2]*perc;//fade other colors back in over time color[3] = item->window.foreColor[3];//always normal alpha trap_R_SetColor( color ); } else { trap_R_SetColor( item->window.foreColor ); } CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, veh->m_pVehicle->m_pVehicleInfo->dmgIndicBackgroundHandle ); } } item = Menu_FindItemByName(menuHUD, "outer_frame"); if (item) { if (veh->m_pVehicle->m_pVehicleInfo->dmgIndicFrameHandle) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, veh->m_pVehicle->m_pVehicleInfo->dmgIndicFrameHandle ); } } item = Menu_FindItemByName(menuHUD, "shields"); if (item) { if (veh->m_pVehicle->m_pVehicleInfo->dmgIndicShieldHandle) { VectorCopy4 ( colorTable[CT_HUD_GREEN], color ); color[3] = percShields; trap_R_SetColor( color ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, veh->m_pVehicle->m_pVehicleInfo->dmgIndicShieldHandle ); } } //TODO: if we check nextState.brokenLimbs & prevState.brokenLimbs, we can tell when a damage flag has been added and flash that part of the ship //FIXME: when ship explodes, either stop drawing ship or draw all parts black CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_FRONT); CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_BACK); CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_LEFT); CG_DrawVehicleDamage(veh,brokenLimbs,menuHUD,alpha,VEH_DAMAGE_RIGHT); } qboolean CG_DrawVehicleHud( const centity_t *cent ) { itemDef_t *item; menuDef_t *menuHUD; playerState_t *ps; centity_t *veh; float shieldPerc,alpha; menuHUD = Menus_FindByName("swoopvehiclehud"); if (!menuHUD) { return qtrue; // Draw player HUD } ps = &cg.predictedPlayerState; if (!ps || !(ps->m_iVehicleNum)) { return qtrue; // Draw player HUD } veh = &cg_entities[ps->m_iVehicleNum]; if ( !veh ) { return qtrue; // Draw player HUD } CG_DrawVehicleTurboRecharge( menuHUD, veh ); CG_DrawVehicleWeaponsLinked( menuHUD, veh ); item = Menu_FindItemByName(menuHUD, "leftframe"); // Draw frame if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } item = Menu_FindItemByName(menuHUD, "rightframe"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } CG_DrawVehicleArmor( menuHUD, veh ); // Get animal hud for speed // if (veh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL) // { // menuHUD = Menus_FindByName("tauntaunhud"); // } CG_DrawVehicleSpeed( menuHUD, veh ); // Revert to swoophud // if (veh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL) // { // menuHUD = Menus_FindByName("swoopvehiclehud"); // } // if (veh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL) // { shieldPerc = CG_DrawVehicleShields( menuHUD, veh ); // } if (veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID && !veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID) { CG_DrawVehicleAmmo( menuHUD, veh ); } else if (veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID && veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID) { CG_DrawVehicleAmmoUpper( menuHUD, veh ); CG_DrawVehicleAmmoLower( menuHUD, veh ); } // If he's hidden, he must be in a vehicle if (veh->m_pVehicle->m_pVehicleInfo->hideRider) { CG_DrawVehicleDamageHUD(veh,cg.predictedVehicleState.brokenLimbs,shieldPerc,"vehicledamagehud",1.0f); // Has he targeted an enemy? if (CG_CheckTargetVehicle( &veh, &alpha )) { CG_DrawVehicleDamageHUD(veh,veh->currentState.brokenLimbs,((float)veh->currentState.activeForcePass/10.0f),"enemyvehicledamagehud",alpha); } return qfalse; // Don't draw player HUD } return qtrue; // Draw player HUD } /* ================ CG_DrawStats ================ */ static void CG_DrawStats( void ) { centity_t *cent; playerState_t *ps; qboolean drawHUD = qtrue; /* playerState_t *ps; vec3_t angles; // vec3_t origin; if ( cg_drawStatus.integer == 0 ) { return; } */ cent = &cg_entities[cg.snap->ps.clientNum]; /* ps = &cg.snap->ps; VectorClear( angles ); // Do start if (!cg.interfaceStartupDone) { CG_InterfaceStartup(); } cgi_UI_MenuPaintAll();*/ if ( cent ) { ps = &cg.predictedPlayerState; if ( (ps->m_iVehicleNum ) ) // In a vehicle??? { drawHUD = CG_DrawVehicleHud( cent ); } } if (drawHUD) { CG_DrawHUD(cent); } /*CG_DrawArmor(cent); CG_DrawHealth(cent); CG_DrawAmmo(cent); CG_DrawTalk(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 ); trap_R_SetColor( fadeColor ); CG_DrawPic( 573, 320, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon ); trap_R_SetColor( NULL ); } } } /* ================ CG_DrawTeamBackground ================ */ void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ) { vec4_t hcolor; hcolor[3] = alpha; if ( team == TEAM_RED ) { hcolor[0] = 1; hcolor[1] = .2f; hcolor[2] = .2f; } else if ( team == TEAM_BLUE ) { hcolor[0] = .2f; hcolor[1] = .2f; hcolor[2] = 1; } else { return; } // trap_R_SetColor( hcolor ); CG_FillRect ( x, y, w, h, hcolor ); // CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar ); trap_R_SetColor( NULL ); } /* =========================================================================================== UPPER RIGHT CORNER =========================================================================================== */ /* ================ CG_DrawMiniScoreboard ================ */ static float CG_DrawMiniScoreboard ( float y ) { char temp[MAX_QPATH]; int xOffset = 0; #ifdef _XBOX xOffset = -40; #endif if ( !cg_drawScores.integer ) { return y; } if (cgs.gametype == GT_SIEGE) { //don't bother with this in siege return y; } if ( cgs.gametype >= GT_TEAM ) { strcpy ( temp, va("%s: ", CG_GetStringEdString("MP_INGAME", "RED"))); Q_strcat ( temp, MAX_QPATH, cgs.scores1==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores1)) ); Q_strcat ( temp, MAX_QPATH, va(" %s: ", CG_GetStringEdString("MP_INGAME", "BLUE")) ); Q_strcat ( temp, MAX_QPATH, cgs.scores2==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores2)) ); CG_Text_Paint( 630 - CG_Text_Width ( temp, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, temp, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM ); y += 15; } else { /* strcpy ( temp, "1st: " ); Q_strcat ( temp, MAX_QPATH, cgs.scores1==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores1)) ); Q_strcat ( temp, MAX_QPATH, " 2nd: " ); Q_strcat ( temp, MAX_QPATH, cgs.scores2==SCORE_NOT_PRESENT?"-":(va("%i",cgs.scores2)) ); CG_Text_Paint( 630 - CG_Text_Width ( temp, 0.7f, FONT_SMALL ), y, 0.7f, colorWhite, temp, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM ); y += 15; */ //rww - no longer doing this. Since the attacker now shows who is first, we print the score there. } return y; } /* ================ CG_DrawEnemyInfo ================ */ static float CG_DrawEnemyInfo ( float y ) { float size; int clientNum; const char *title; clientInfo_t *ci; int xOffset = 0; if (!cg.snap) { return y; } #ifdef _XBOX xOffset = -40; #endif if ( !cg_drawEnemyInfo.integer ) { return y; } if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { return y; } if (cgs.gametype == GT_POWERDUEL) { //just get out of here then return y; } if ( cgs.gametype == GT_JEDIMASTER ) { //title = "Jedi Master"; title = CG_GetStringEdString("MP_INGAME", "MASTERY7"); clientNum = cgs.jediMaster; if ( clientNum < 0 ) { //return y; // title = "Get Saber!"; title = CG_GetStringEdString("MP_INGAME", "GET_SABER"); size = ICON_SIZE * 1.25; y += 5; CG_DrawPic( 640 - size - 12 + xOffset, y, size, size, cgs.media.weaponIcons[WP_SABER] ); y += size; /* CG_Text_Paint( 630 - CG_Text_Width ( ci->name, 0.7f, FONT_MEDIUM ), y, 0.7f, colorWhite, ci->name, 0, 0, 0, FONT_MEDIUM ); y += 15; */ CG_Text_Paint( 630 - CG_Text_Width ( title, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, title, 0, 0, 0, FONT_MEDIUM ); return y + BIGCHAR_HEIGHT + 2; } } else if ( cg.snap->ps.duelInProgress ) { // title = "Dueling"; title = CG_GetStringEdString("MP_INGAME", "DUELING"); clientNum = cg.snap->ps.duelIndex; } else if ( cgs.gametype == GT_DUEL && cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR) { title = CG_GetStringEdString("MP_INGAME", "DUELING"); if (cg.snap->ps.clientNum == cgs.duelist1) { clientNum = cgs.duelist2; //if power duel, should actually draw both duelists 2 and 3 I guess } else if (cg.snap->ps.clientNum == cgs.duelist2) { clientNum = cgs.duelist1; } else if (cg.snap->ps.clientNum == cgs.duelist3) { clientNum = cgs.duelist1; } else { return y; } } else { /* title = "Attacker"; clientNum = cg.predictedPlayerState.persistant[PERS_ATTACKER]; if ( clientNum < 0 || clientNum >= MAX_CLIENTS || clientNum == cg.snap->ps.clientNum ) { return y; } if ( cg.time - cg.attackerTime > ATTACKER_HEAD_TIME ) { cg.attackerTime = 0; return y; } */ //As of current, we don't want to draw the attacker. Instead, draw whoever is in first place. if (cgs.duelWinner < 0 || cgs.duelWinner >= MAX_CLIENTS) { return y; } title = va("%s: %i",CG_GetStringEdString("MP_INGAME", "LEADER"), cgs.scores1); /* if (cgs.scores1 == 1) { title = va("%i kill", cgs.scores1); } else { title = va("%i kills", cgs.scores1); } */ clientNum = cgs.duelWinner; } if ( clientNum >= MAX_CLIENTS || !(&cgs.clientinfo[ clientNum ]) ) { return y; } ci = &cgs.clientinfo[ clientNum ]; size = ICON_SIZE * 1.25; y += 5; if ( ci->modelIcon ) { CG_DrawPic( 640 - size - 5 + xOffset, y, size, size, ci->modelIcon ); } y += size; // CG_Text_Paint( 630 - CG_Text_Width ( ci->name, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, ci->name, 0, 0, 0, FONT_MEDIUM ); CG_Text_Paint( 630 - CG_Text_Width ( ci->name, 1.0f, FONT_SMALL2 ) + xOffset, y, 1.0f, colorWhite, ci->name, 0, 0, 0, FONT_SMALL2 ); y += 15; // CG_Text_Paint( 630 - CG_Text_Width ( title, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, title, 0, 0, 0, FONT_MEDIUM ); CG_Text_Paint( 630 - CG_Text_Width ( title, 1.0f, FONT_SMALL2 ) + xOffset, y, 1.0f, colorWhite, title, 0, 0, 0, FONT_SMALL2 ); if ( (cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL) && cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR) {//also print their score char text[1024]; y += 15; Com_sprintf(text, sizeof(text), "%i/%i", cgs.clientinfo[clientNum].score, cgs.fraglimit ); CG_Text_Paint( 630 - CG_Text_Width ( text, 0.7f, FONT_MEDIUM ) + xOffset, y, 0.7f, colorWhite, text, 0, 0, 0, FONT_MEDIUM ); } // nmckenzie: DUEL_HEALTH - fixme - need checks and such here. And this is coded to duelist 1 right now, which is wrongly. if ( cgs.showDuelHealths >= 2) { y += 15; if ( cgs.duelist1 == clientNum ) { CG_DrawDuelistHealth ( 640 - size - 5 + xOffset, y, 64, 8, 1 ); } else if ( cgs.duelist2 == clientNum ) { CG_DrawDuelistHealth ( 640 - size - 5 + xOffset, y, 64, 8, 2 ); } } return y + BIGCHAR_HEIGHT + 2; } /* ================== CG_DrawSnapshot ================== */ static float CG_DrawSnapshot( float y ) { char *s; int w; int xOffset = 0; #ifdef _XBOX xOffset = -40; #endif s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime, cg.latestSnapshotNum, cgs.serverCommandSequence ); w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 635 - w + xOffset, y + 2, s, 1.0F); return y + BIGCHAR_HEIGHT + 4; } /* ================== CG_DrawFPS ================== */ #define FPS_FRAMES 16 static float CG_DrawFPS( float y ) { char *s; int w; 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 = -40; #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 = trap_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 ); w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 635 - w + xOffset, y + 2, s, 1.0F); return y + BIGCHAR_HEIGHT + 4; } // nmckenzie: DUEL_HEALTH #define MAX_HEALTH_FOR_IFACE 100 void CG_DrawHealthBarRough (float x, float y, int width, int height, float ratio, const float *color1, const float *color2) { float midpoint, remainder; float color3[4] = {1, 0, 0, .7f}; midpoint = width * ratio - 1; remainder = width - midpoint; color3[0] = color1[0] * 0.5f; assert(!(height%4));//this won't line up otherwise. CG_DrawRect(x + 1, y + height/2-1, midpoint, 1, height/4+1, color1); // creme-y filling. CG_DrawRect(x + midpoint, y + height/2-1, remainder, 1, height/4+1, color3); // used-up-ness. CG_DrawRect(x, y, width, height, 1, color2); // hard crispy shell } void CG_DrawDuelistHealth ( float x, float y, float w, float h, int duelist ) { float duelHealthColor[4] = {1, 0, 0, 0.7f}; float healthSrc = 0.0f; float ratio; if ( duelist == 1 ) { healthSrc = cgs.duelist1health; } else if (duelist == 2 ) { healthSrc = cgs.duelist2health; } ratio = healthSrc / MAX_HEALTH_FOR_IFACE; if ( ratio > 1.0f ) { ratio = 1.0f; } if ( ratio < 0.0f ) { ratio = 0.0f; } duelHealthColor[0] = (ratio * 0.2f) + 0.5f; CG_DrawHealthBarRough (x, y, w, h, ratio, duelHealthColor, colorTable[CT_WHITE]); // new art for this? I'm not crazy about how this looks. } /* ===================== CG_DrawRadar ===================== */ //#define RADAR_RANGE 2500 float cg_radarRange = 2500.0f; #define RADAR_RADIUS 60 #define RADAR_X (580 - RADAR_RADIUS) //#define RADAR_Y 10 //dynamic based on passed Y val #define RADAR_CHAT_DURATION 6000 static int radarLockSoundDebounceTime = 0; static int impactSoundDebounceTime = 0; #define RADAR_MISSILE_RANGE 3000.0f #define RADAR_ASTEROID_RANGE 10000.0f #define RADAR_MIN_ASTEROID_SURF_WARN_DIST 1200.0f float CG_DrawRadar ( float y ) { vec4_t color; vec4_t teamColor; float arrow_w; float arrow_h; clientInfo_t *cl; clientInfo_t *local; int i; float arrowBaseScale; float zScale; int xOffset = 0; if (!cg.snap) { return y; } #ifdef _XBOX xOffset = -40; #endif // Make sure the radar should be showing if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { return y; } if ( (cg.predictedPlayerState.pm_flags & PMF_FOLLOW) || cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { return y; } local = &cgs.clientinfo[ cg.snap->ps.clientNum ]; if ( !local->infoValid ) { return y; } // Draw the radar background image color[0] = color[1] = color[2] = 1.0f; color[3] = 0.6f; trap_R_SetColor ( color ); CG_DrawPic( RADAR_X + xOffset, y, RADAR_RADIUS*2, RADAR_RADIUS*2, cgs.media.radarShader ); //Always green for your own team. VectorCopy ( g_color_table[ColorIndex(COLOR_GREEN)], teamColor ); teamColor[3] = 1.0f; // Draw all of the radar entities. Draw them backwards so players are drawn last for ( i = cg.radarEntityCount -1 ; i >= 0 ; i-- ) { vec3_t dirLook; vec3_t dirPlayer; float angleLook; float anglePlayer; float angle; float distance, actualDist; centity_t* cent; cent = &cg_entities[cg.radarEntities[i]]; // Get the distances first VectorSubtract ( cg.predictedPlayerState.origin, cent->lerpOrigin, dirPlayer ); dirPlayer[2] = 0; actualDist = distance = VectorNormalize ( dirPlayer ); if ( distance > cg_radarRange * 0.8f) { if ( (cent->currentState.eFlags & EF_RADAROBJECT)//still want to draw the direction || ( cent->currentState.eType==ET_NPC//FIXME: draw last, with players... && cent->currentState.NPC_class == CLASS_VEHICLE && cent->currentState.speed > 0 ) )//always draw vehicles { distance = cg_radarRange*0.8f; } else { continue; } } distance = distance / cg_radarRange; distance *= RADAR_RADIUS; AngleVectors ( cg.predictedPlayerState.viewangles, dirLook, NULL, NULL ); dirLook[2] = 0; anglePlayer = atan2(dirPlayer[0],dirPlayer[1]); VectorNormalize ( dirLook ); angleLook = atan2(dirLook[0],dirLook[1]); angle = angleLook - anglePlayer; switch ( cent->currentState.eType ) { default: { float x; float ly; qhandle_t shader; vec4_t color; x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance; ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance; arrowBaseScale = 9.0f; shader = 0; zScale = 1.0f; //we want to scale the thing up/down based on the relative Z (up/down) positioning if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2]) { //higher, scale up (between 16 and 24) float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]); //max out to 1.5x scale at 512 units above local player's height dif /= 1024.0f; if (dif > 0.5f) { dif = 0.5f; } zScale += dif; } else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2]) { //lower, scale down (between 16 and 8) float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]); //half scale at 512 units below local player's height dif /= 1024.0f; if (dif > 0.5f) { dif = 0.5f; } zScale -= dif; } arrowBaseScale *= zScale; if (cent->currentState.brokenLimbs) { //slightly misleading to use this value, but don't want to add more to entstate. //any ent with brokenLimbs non-0 and on radar is an objective ent. //brokenLimbs is literal team value. char objState[1024]; int complete; //we only want to draw it if the objective for it is not complete. //frame represents objective num. trap_Cvar_VariableStringBuffer(va("team%i_objective%i", cent->currentState.brokenLimbs, cent->currentState.frame), objState, 1024); complete = atoi(objState); if (!complete) { // generic enemy index specifies a shader to use for the radar entity. if ( cent->currentState.genericenemyindex ) { color[0] = color[1] = color[2] = color[3] = 1.0f; shader = cgs.gameIcons[cent->currentState.genericenemyindex]; } else { if (cg.snap && cent->currentState.brokenLimbs == cg.snap->ps.persistant[PERS_TEAM]) { VectorCopy ( g_color_table[ColorIndex(COLOR_RED)], color ); } else { VectorCopy ( g_color_table[ColorIndex(COLOR_GREEN)], color ); } shader = cgs.media.siegeItemShader; } } } else { color[0] = color[1] = color[2] = color[3] = 1.0f; // generic enemy index specifies a shader to use for the radar entity. if ( cent->currentState.genericenemyindex ) { shader = cgs.gameIcons[cent->currentState.genericenemyindex]; } else { shader = cgs.media.siegeItemShader; } } if ( shader ) { // Pulse the alpha if time2 is set. time2 gets set when the entity takes pain if ( (cent->currentState.time2 && cg.time - cent->currentState.time2 < 5000) || (cent->currentState.time2 == 0xFFFFFFFF) ) { if ( (cg.time / 200) & 1 ) { color[3] = 0.1f + 0.9f * (float) (cg.time % 200) / 200.0f; } else { color[3] = 1.0f - 0.9f * (float) (cg.time % 200) / 200.0f; } } trap_R_SetColor ( color ); CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, shader ); } } break; case ET_NPC://FIXME: draw last, with players... if ( cent->currentState.NPC_class == CLASS_VEHICLE && cent->currentState.speed > 0 ) { if ( cent->m_pVehicle && cent->m_pVehicle->m_pVehicleInfo->radarIconHandle ) { float x; float ly; x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance; ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance; arrowBaseScale = 9.0f; zScale = 1.0f; //we want to scale the thing up/down based on the relative Z (up/down) positioning if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2]) { //higher, scale up (between 16 and 24) float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]); //max out to 1.5x scale at 512 units above local player's height dif /= 4096.0f; if (dif > 0.5f) { dif = 0.5f; } zScale += dif; } else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2]) { //lower, scale down (between 16 and 8) float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]); //half scale at 512 units below local player's height dif /= 4096.0f; if (dif > 0.5f) { dif = 0.5f; } zScale -= dif; } arrowBaseScale *= zScale; if ( cent->currentState.m_iVehicleNum //vehicle has a driver && cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].infoValid ) { if ( cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].team == local->team ) { trap_R_SetColor ( teamColor ); } else { trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] ); } } else { trap_R_SetColor ( NULL ); } CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, cent->m_pVehicle->m_pVehicleInfo->radarIconHandle ); } } break; //maybe do something? case ET_MOVER: if ( cent->currentState.speed//the mover's size, actually && actualDist < (cent->currentState.speed+RADAR_ASTEROID_RANGE) && cg.predictedPlayerState.m_iVehicleNum ) {//a mover that's close to me and I'm in a vehicle qboolean mayImpact = qfalse; float surfaceDist = (actualDist-cent->currentState.speed); if ( surfaceDist < 0.0f ) { surfaceDist = 0.0f; } if ( surfaceDist < RADAR_MIN_ASTEROID_SURF_WARN_DIST ) {//always warn! mayImpact = qtrue; } else {//not close enough to always warn, yet, so check its direction vec3_t asteroidPos, myPos, moveDir; int predictTime, timeStep = 500; float newDist; for ( predictTime = timeStep; predictTime < 5000; predictTime+=timeStep ) { //asteroid dir, speed, size, + my dir & speed... BG_EvaluateTrajectory( ¢->currentState.pos, cg.time+predictTime, asteroidPos ); //FIXME: I don't think it's calcing "myPos" correctly AngleVectors( cg.predictedVehicleState.viewangles, moveDir, NULL, NULL ); VectorMA( cg.predictedVehicleState.origin, cg.predictedVehicleState.speed*predictTime/1000.0f, moveDir, myPos ); newDist = Distance( myPos, asteroidPos ); if ( (newDist-cent->currentState.speed) <= RADAR_MIN_ASTEROID_SURF_WARN_DIST )//200.0f ) {//heading for an impact within the next 5 seconds mayImpact = qtrue; break; } } } if ( mayImpact ) {//possible collision vec4_t asteroidColor = {0.5f,0.5f,0.5f,1.0f}; float x; float ly; float asteroidScale = (cent->currentState.speed/2000.0f);//average asteroid radius? if ( actualDist > RADAR_ASTEROID_RANGE ) { actualDist = RADAR_ASTEROID_RANGE; } distance = (actualDist/RADAR_ASTEROID_RANGE)*RADAR_RADIUS; x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance; ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance; if ( asteroidScale > 3.0f ) { asteroidScale = 3.0f; } else if ( asteroidScale < 0.2f ) { asteroidScale = 0.2f; } arrowBaseScale = (9.0f*asteroidScale); if ( impactSoundDebounceTime < cg.time ) { vec3_t soundOrg; if ( surfaceDist > RADAR_ASTEROID_RANGE*0.66f ) { impactSoundDebounceTime = cg.time + 1000; } else if ( surfaceDist > RADAR_ASTEROID_RANGE/3.0f ) { impactSoundDebounceTime = cg.time + 400; } else { impactSoundDebounceTime = cg.time + 100; } VectorMA( cg.refdef.vieworg, -500.0f*(surfaceDist/RADAR_ASTEROID_RANGE), dirPlayer, soundOrg ); trap_S_StartSound( soundOrg, ENTITYNUM_WORLD, CHAN_AUTO, trap_S_RegisterSound( "sound/vehicles/common/impactalarm.wav" ) ); } //brighten it the closer it is if ( surfaceDist > RADAR_ASTEROID_RANGE*0.66f ) { asteroidColor[0] = asteroidColor[1] = asteroidColor[2] = 0.7f; } else if ( surfaceDist > RADAR_ASTEROID_RANGE/3.0f ) { asteroidColor[0] = asteroidColor[1] = asteroidColor[2] = 0.85f; } else { asteroidColor[0] = asteroidColor[1] = asteroidColor[2] = 1.0f; } //alpha out the longer it's been since it was considered dangerous if ( (cg.time-impactSoundDebounceTime) > 100 ) { asteroidColor[3] = (float)((cg.time-impactSoundDebounceTime)-100)/900.0f; } trap_R_SetColor ( asteroidColor ); CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, trap_R_RegisterShaderNoMip( "gfx/menus/radar/asteroid" ) ); } } break; case ET_MISSILE: if ( //cent->currentState.weapon == WP_ROCKET_LAUNCHER &&//a rocket cent->currentState.owner > MAX_CLIENTS //belongs to an NPC && cg_entities[cent->currentState.owner].currentState.NPC_class == CLASS_VEHICLE ) {//a rocket belonging to an NPC, FIXME: only tracking rockets! float x; float ly; x = (float)RADAR_X + (float)RADAR_RADIUS + (float)sin (angle) * distance; ly = y + (float)RADAR_RADIUS + (float)cos (angle) * distance; arrowBaseScale = 3.0f; if ( cg.predictedPlayerState.m_iVehicleNum ) {//I'm in a vehicle //if it's targetting me, then play an alarm sound if I'm in a vehicle if ( cent->currentState.otherEntityNum == cg.predictedPlayerState.clientNum || cent->currentState.otherEntityNum == cg.predictedPlayerState.m_iVehicleNum ) { if ( radarLockSoundDebounceTime < cg.time ) { vec3_t soundOrg; int alarmSound; if ( actualDist > RADAR_MISSILE_RANGE * 0.66f ) { radarLockSoundDebounceTime = cg.time + 1000; arrowBaseScale = 3.0f; alarmSound = trap_S_RegisterSound( "sound/vehicles/common/lockalarm1.wav" ); } else if ( actualDist > RADAR_MISSILE_RANGE/3.0f ) { radarLockSoundDebounceTime = cg.time + 500; arrowBaseScale = 6.0f; alarmSound = trap_S_RegisterSound( "sound/vehicles/common/lockalarm2.wav" ); } else { radarLockSoundDebounceTime = cg.time + 250; arrowBaseScale = 9.0f; alarmSound = trap_S_RegisterSound( "sound/vehicles/common/lockalarm3.wav" ); } if ( actualDist > RADAR_MISSILE_RANGE ) { actualDist = RADAR_MISSILE_RANGE; } VectorMA( cg.refdef.vieworg, -500.0f*(actualDist/RADAR_MISSILE_RANGE), dirPlayer, soundOrg ); trap_S_StartSound( soundOrg, ENTITYNUM_WORLD, CHAN_AUTO, alarmSound ); } } } zScale = 1.0f; //we want to scale the thing up/down based on the relative Z (up/down) positioning if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2]) { //higher, scale up (between 16 and 24) float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]); //max out to 1.5x scale at 512 units above local player's height dif /= 1024.0f; if (dif > 0.5f) { dif = 0.5f; } zScale += dif; } else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2]) { //lower, scale down (between 16 and 8) float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]); //half scale at 512 units below local player's height dif /= 1024.0f; if (dif > 0.5f) { dif = 0.5f; } zScale -= dif; } arrowBaseScale *= zScale; if ( cent->currentState.owner >= MAX_CLIENTS//missile owned by an NPC && cg_entities[cent->currentState.owner].currentState.NPC_class == CLASS_VEHICLE//NPC is a vehicle && cg_entities[cent->currentState.owner].currentState.m_iVehicleNum <= MAX_CLIENTS//Vehicle has a player driver && cgs.clientinfo[cg_entities[cent->currentState.owner].currentState.m_iVehicleNum-1].infoValid ) //player driver is valid { cl = &cgs.clientinfo[cg_entities[cent->currentState.owner].currentState.m_iVehicleNum-1]; if ( cl->team == local->team ) { trap_R_SetColor ( teamColor ); } else { trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] ); } } else { trap_R_SetColor ( NULL ); } CG_DrawPic ( x - 4 + xOffset, ly - 4, arrowBaseScale, arrowBaseScale, cgs.media.mAutomapRocketIcon ); } break; case ET_PLAYER: { vec4_t color; cl = &cgs.clientinfo[ cent->currentState.number ]; // not valid then dont draw it if ( !cl->infoValid ) { continue; } VectorCopy4 ( teamColor, color ); arrowBaseScale = 16.0f; zScale = 1.0f; // Pulse the radar icon after a voice message if ( cent->vChatTime + 2000 > cg.time ) { float f = (cent->vChatTime + 2000 - cg.time) / 3000.0f; arrowBaseScale = 16.0f + 4.0f * f; color[0] = teamColor[0] + (1.0f - teamColor[0]) * f; color[1] = teamColor[1] + (1.0f - teamColor[1]) * f; color[2] = teamColor[2] + (1.0f - teamColor[2]) * f; } trap_R_SetColor ( color ); //we want to scale the thing up/down based on the relative Z (up/down) positioning if (cent->lerpOrigin[2] > cg.predictedPlayerState.origin[2]) { //higher, scale up (between 16 and 32) float dif = (cent->lerpOrigin[2] - cg.predictedPlayerState.origin[2]); //max out to 2x scale at 1024 units above local player's height dif /= 1024.0f; if (dif > 1.0f) { dif = 1.0f; } zScale += dif; } else if (cent->lerpOrigin[2] < cg.predictedPlayerState.origin[2]) { //lower, scale down (between 16 and 8) float dif = (cg.predictedPlayerState.origin[2] - cent->lerpOrigin[2]); //half scale at 512 units below local player's height dif /= 1024.0f; if (dif > 0.5f) { dif = 0.5f; } zScale -= dif; } arrowBaseScale *= zScale; arrow_w = arrowBaseScale * RADAR_RADIUS / 128; arrow_h = arrowBaseScale * RADAR_RADIUS / 128; CG_DrawRotatePic2( RADAR_X + RADAR_RADIUS + sin (angle) * distance + xOffset, y + RADAR_RADIUS + cos (angle) * distance, arrow_w, arrow_h, (360 - cent->lerpAngles[YAW]) + cg.predictedPlayerState.viewangles[YAW], cgs.media.mAutomapPlayerIcon ); break; } } } arrowBaseScale = 16.0f; arrow_w = arrowBaseScale * RADAR_RADIUS / 128; arrow_h = arrowBaseScale * RADAR_RADIUS / 128; trap_R_SetColor ( colorWhite ); CG_DrawRotatePic2( RADAR_X + RADAR_RADIUS + xOffset, y + RADAR_RADIUS, arrow_w, arrow_h, 0, cgs.media.mAutomapPlayerIcon ); return y+(RADAR_RADIUS*2); } /* ================= CG_DrawTimer ================= */ static float CG_DrawTimer( float y ) { char *s; int w; int mins, seconds, tens; int msec; int xOffset = 0; #ifdef _XBOX xOffset = -40; #endif msec = cg.time - cgs.levelStartTime; seconds = msec / 1000; mins = seconds / 60; seconds -= mins * 60; tens = seconds / 10; seconds -= tens * 10; s = va( "%i:%i%i", mins, tens, seconds ); w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 635 - w + xOffset, y + 2, s, 1.0F); return y + BIGCHAR_HEIGHT + 4; } /* ================= CG_DrawTeamOverlay ================= */ extern const char *CG_GetLocationString(const char *loc); //cg_main.c static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) { int x, w, h, xx; int i, j, len; const char *p; vec4_t hcolor; int pwidth, lwidth; int plyrs; char st[16]; clientInfo_t *ci; gitem_t *item; int ret_y, count; int xOffset = 0; #ifdef _XBOX xOffset = -40; #endif if ( !cg_drawTeamOverlay.integer ) { return y; } if ( cg.snap->ps.persistant[PERS_TEAM] != TEAM_RED && cg.snap->ps.persistant[PERS_TEAM] != TEAM_BLUE ) { return y; // Not on any team } plyrs = 0; // max player name width pwidth = 0; count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers; for (i = 0; i < count; i++) { ci = cgs.clientinfo + sortedTeamPlayers[i]; if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { plyrs++; len = CG_DrawStrlen(ci->name); if (len > pwidth) pwidth = len; } } if (!plyrs) return y; if (pwidth > TEAM_OVERLAY_MAXNAME_WIDTH) pwidth = TEAM_OVERLAY_MAXNAME_WIDTH; // max location name width lwidth = 0; for (i = 1; i < MAX_LOCATIONS; i++) { p = CG_GetLocationString(CG_ConfigString(CS_LOCATIONS+i)); if (p && *p) { len = CG_DrawStrlen(p); if (len > lwidth) lwidth = len; } } if (lwidth > TEAM_OVERLAY_MAXLOCATION_WIDTH) lwidth = TEAM_OVERLAY_MAXLOCATION_WIDTH; w = (pwidth + lwidth + 4 + 7) * TINYCHAR_WIDTH; if ( right ) x = 640 - w; else x = 0; h = plyrs * TINYCHAR_HEIGHT; if ( upper ) { ret_y = y + h; } else { y -= h; ret_y = y; } if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) { hcolor[0] = 1.0f; hcolor[1] = 0.0f; hcolor[2] = 0.0f; hcolor[3] = 0.33f; } else { // if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) hcolor[0] = 0.0f; hcolor[1] = 0.0f; hcolor[2] = 1.0f; hcolor[3] = 0.33f; } trap_R_SetColor( hcolor ); CG_DrawPic( x + xOffset, y, w, h, cgs.media.teamStatusBar ); trap_R_SetColor( NULL ); for (i = 0; i < count; i++) { ci = cgs.clientinfo + sortedTeamPlayers[i]; if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { hcolor[0] = hcolor[1] = hcolor[2] = hcolor[3] = 1.0; xx = x + TINYCHAR_WIDTH; CG_DrawStringExt( xx + xOffset, y, ci->name, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXNAME_WIDTH); if (lwidth) { p = CG_GetLocationString(CG_ConfigString(CS_LOCATIONS+ci->location)); if (!p || !*p) p = "unknown"; len = CG_DrawStrlen(p); if (len > lwidth) len = lwidth; // xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth + // ((lwidth/2 - len/2) * TINYCHAR_WIDTH); xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth; CG_DrawStringExt( xx + xOffset, y, p, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXLOCATION_WIDTH); } CG_GetColorForHealth( ci->health, ci->armor, hcolor ); Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor); xx = x + TINYCHAR_WIDTH * 3 + TINYCHAR_WIDTH * pwidth + TINYCHAR_WIDTH * lwidth; CG_DrawStringExt( xx + xOffset, y, st, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); // draw weapon icon xx += TINYCHAR_WIDTH * 3; if ( cg_weapons[ci->curWeapon].weaponIcon ) { CG_DrawPic( xx + xOffset, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, cg_weapons[ci->curWeapon].weaponIcon ); } else { CG_DrawPic( xx + xOffset, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, cgs.media.deferShader ); } // Draw powerup icons if (right) { xx = x; } else { xx = x + w - TINYCHAR_WIDTH; } for (j = 0; j <= PW_NUM_POWERUPS; j++) { if (ci->powerups & (1 << j)) { item = BG_FindItemForPowerup( j ); if (item) { CG_DrawPic( xx + xOffset, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, trap_R_RegisterShader( item->icon ) ); if (right) { xx -= TINYCHAR_WIDTH; } else { xx += TINYCHAR_WIDTH; } } } } y += TINYCHAR_HEIGHT; } } return ret_y; //#endif } static void CG_DrawPowerupIcons(int y) { int j; int ico_size = 64; //int y = ico_size/2; int xOffset = 0; gitem_t *item; #ifdef _XBOX xOffset = -40; #endif if (!cg.snap) { return; } y += 16; for (j = 0; j <= PW_NUM_POWERUPS; j++) { if (cg.snap->ps.powerups[j] > cg.time) { int secondsleft = (cg.snap->ps.powerups[j] - cg.time)/1000; item = BG_FindItemForPowerup( j ); if (item) { int icoShader = 0; if (cgs.gametype == GT_CTY && (j == PW_REDFLAG || j == PW_BLUEFLAG)) { if (j == PW_REDFLAG) { icoShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" ); } else { icoShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" ); } } else { icoShader = trap_R_RegisterShader( item->icon ); } CG_DrawPic( (640-(ico_size*1.1)) + xOffset, y, ico_size, ico_size, icoShader ); y += ico_size; if (j != PW_REDFLAG && j != PW_BLUEFLAG && secondsleft < 999) { UI_DrawProportionalString((640-(ico_size*1.1))+(ico_size/2) + xOffset, y-8, va("%i", secondsleft), UI_CENTER | UI_BIGFONT | UI_DROPSHADOW, colorTable[CT_WHITE]); } y += (ico_size/3); } } } } /* ===================== CG_DrawUpperRight ===================== */ static void CG_DrawUpperRight( void ) { float y; #ifdef _XBOX y = 50; #else y = 0; #endif trap_R_SetColor( colorTable[CT_WHITE] ); if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 1 ) { y = CG_DrawTeamOverlay( y, qtrue, qtrue ); } if ( cg_drawSnapshot.integer ) { y = CG_DrawSnapshot( y ); } if ( cg_drawFPS.integer ) { y = CG_DrawFPS( y ); } if ( cg_drawTimer.integer ) { y = CG_DrawTimer( y ); } if ( ( cgs.gametype >= GT_TEAM || cg.predictedPlayerState.m_iVehicleNum ) && cg_drawRadar.integer ) {//draw Radar in Siege mode or when in a vehicle of any kind y = CG_DrawRadar ( y ); } y = CG_DrawEnemyInfo ( y ); y = CG_DrawMiniScoreboard ( y ); CG_DrawPowerupIcons(y); } /* =================== CG_DrawReward =================== */ #ifdef JK2AWARDS static void CG_DrawReward( void ) { float *color; int i, count; float x, y; char buf[32]; if ( !cg_drawRewards.integer ) { return; } color = CG_FadeColor( cg.rewardTime, REWARD_TIME ); if ( !color ) { if (cg.rewardStack > 0) { for(i = 0; i < cg.rewardStack; i++) { cg.rewardSound[i] = cg.rewardSound[i+1]; cg.rewardShader[i] = cg.rewardShader[i+1]; cg.rewardCount[i] = cg.rewardCount[i+1]; } cg.rewardTime = cg.time; cg.rewardStack--; color = CG_FadeColor( cg.rewardTime, REWARD_TIME ); trap_S_StartLocalSound(cg.rewardSound[0], CHAN_ANNOUNCER); } else { return; } } trap_R_SetColor( color ); /* count = cg.rewardCount[0]/10; // number of big rewards to draw if (count) { y = 4; x = 320 - count * ICON_SIZE; for ( i = 0 ; i < count ; i++ ) { CG_DrawPic( x, y, (ICON_SIZE*2)-4, (ICON_SIZE*2)-4, cg.rewardShader[0] ); x += (ICON_SIZE*2); } } count = cg.rewardCount[0] - count*10; // number of small rewards to draw */ if ( cg.rewardCount[0] >= 10 ) { y = 56; x = 320 - ICON_SIZE/2; CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] ); Com_sprintf(buf, sizeof(buf), "%d", cg.rewardCount[0]); x = ( SCREEN_WIDTH - SMALLCHAR_WIDTH * CG_DrawStrlen( buf ) ) / 2; CG_DrawStringExt( x, y+ICON_SIZE, buf, color, qfalse, qtrue, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); } else { count = cg.rewardCount[0]; y = 56; x = 320 - count * ICON_SIZE/2; for ( i = 0 ; i < count ; i++ ) { CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] ); x += ICON_SIZE; } } trap_R_SetColor( NULL ); } #endif /* =============================================================================== LAGOMETER =============================================================================== */ #define LAG_SAMPLES 128 typedef struct { int frameSamples[LAG_SAMPLES]; int frameCount; int snapshotFlags[LAG_SAMPLES]; int snapshotSamples[LAG_SAMPLES]; int snapshotCount; } lagometer_t; lagometer_t lagometer; /* ============== CG_AddLagometerFrameInfo Adds the current interpolate / extrapolate bar for this frame ============== */ void CG_AddLagometerFrameInfo( void ) { int offset; offset = cg.time - cg.latestSnapshotTime; lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1) ] = offset; lagometer.frameCount++; } /* ============== CG_AddLagometerSnapshotInfo Each time a snapshot is received, log its ping time and the number of snapshots that were dropped before it. Pass NULL for a dropped packet. ============== */ void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) { // dropped packet if ( !snap ) { lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = -1; lagometer.snapshotCount++; return; } // add this snapshot's info lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->ping; lagometer.snapshotFlags[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->snapFlags; lagometer.snapshotCount++; } /* ============== CG_DrawDisconnect Should we draw something differnet for long lag vs no packets? ============== */ static void CG_DrawDisconnect( void ) { float x, y; int cmdNum; usercmd_t cmd; const char *s; int w; // bk010215 - FIXME char message[1024]; if (cg.mMapChange) { s = CG_GetStringEdString("MP_INGAME", "SERVER_CHANGING_MAPS"); // s = "Server Changing Maps"; w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 320 - w/2, 100, s, 1.0F); s = CG_GetStringEdString("MP_INGAME", "PLEASE_WAIT"); // s = "Please wait..."; w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 320 - w/2, 200, s, 1.0F); return; } // draw the phone jack if we are completely past our buffers cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1; trap_GetUserCmd( cmdNum, &cmd ); if ( cmd.serverTime <= cg.snap->ps.commandTime || cmd.serverTime > cg.time ) { // special check for map_restart // bk 0102165 - FIXME return; } // also add text in center of screen s = CG_GetStringEdString("MP_INGAME", "CONNECTION_INTERRUPTED"); // s = "Connection Interrupted"; // bk 010215 - FIXME w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 320 - w/2, 100, s, 1.0F); // blink the icon if ( ( cg.time >> 9 ) & 1 ) { return; } x = 640 - 48; y = 480 - 48; CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader("gfx/2d/net.tga" ) ); } #define MAX_LAGOMETER_PING 900 #define MAX_LAGOMETER_RANGE 300 /* ============== CG_DrawLagometer ============== */ static void CG_DrawLagometer( void ) { int a, x, y, i; float v; float ax, ay, aw, ah, mid, range; int color; float vscale; if ( !cg_lagometer.integer || cgs.localServer ) { CG_DrawDisconnect(); return; } // // draw the graph // x = 640 - 48; y = 480 - 144; trap_R_SetColor( NULL ); CG_DrawPic( x, y, 48, 48, cgs.media.lagometerShader ); ax = x; ay = y; aw = 48; ah = 48; color = -1; range = ah / 3; mid = ay + range; vscale = range / MAX_LAGOMETER_RANGE; // draw the frame interpoalte / extrapolate graph for ( a = 0 ; a < aw ; a++ ) { i = ( lagometer.frameCount - 1 - a ) & (LAG_SAMPLES - 1); v = lagometer.frameSamples[i]; v *= vscale; if ( v > 0 ) { if ( color != 1 ) { color = 1; trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] ); } if ( v > range ) { v = range; } trap_R_DrawStretchPic ( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); } else if ( v < 0 ) { if ( color != 2 ) { color = 2; trap_R_SetColor( g_color_table[ColorIndex(COLOR_BLUE)] ); } v = -v; if ( v > range ) { v = range; } trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); } } // draw the snapshot latency / drop graph range = ah / 2; vscale = range / MAX_LAGOMETER_PING; for ( a = 0 ; a < aw ; a++ ) { i = ( lagometer.snapshotCount - 1 - a ) & (LAG_SAMPLES - 1); v = lagometer.snapshotSamples[i]; if ( v > 0 ) { if ( lagometer.snapshotFlags[i] & SNAPFLAG_RATE_DELAYED ) { if ( color != 5 ) { color = 5; // YELLOW for rate delay trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] ); } } else { if ( color != 3 ) { color = 3; trap_R_SetColor( g_color_table[ColorIndex(COLOR_GREEN)] ); } } v = v * vscale; if ( v > range ) { v = range; } trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); } else if ( v < 0 ) { if ( color != 4 ) { color = 4; // RED for dropped snapshots trap_R_SetColor( g_color_table[ColorIndex(COLOR_RED)] ); } trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader ); } } trap_R_SetColor( NULL ); if ( cg_nopredict.integer || cg_synchronousClients.integer ) { CG_DrawBigString( ax, ay, "snc", 1.0 ); } CG_DrawDisconnect(); } void CG_DrawSiegeMessage( const char *str, int objectiveScreen ) { // if (!( trap_Key_GetCatcher() & KEYCATCH_UI )) { trap_OpenUIMenu(UIMENU_CLOSEALL); trap_Cvar_Set("cg_siegeMessage", str); if (objectiveScreen) { trap_OpenUIMenu(UIMENU_SIEGEOBJECTIVES); } else { trap_OpenUIMenu(UIMENU_SIEGEMESSAGE); } } } void CG_DrawSiegeMessageNonMenu( const char *str ) { char text[1024]; if (str[0]=='@') { trap_SP_GetStringTextString(str+1, text, sizeof(text)); str = text; } CG_CenterPrint(str, SCREEN_HEIGHT * 0.20, BIGCHAR_WIDTH); } /* =============================================================================== CENTER PRINTING =============================================================================== */ /* ============== CG_CenterPrint Called for important messages that should stay in the center of the screen for a few moments ============== */ void CG_CenterPrint( const char *str, int y, int charWidth ) { char *s; Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) ); cg.centerPrintTime = cg.time; cg.centerPrintY = y; cg.centerPrintCharWidth = charWidth; // count the number of lines for centering cg.centerPrintLines = 1; s = cg.centerPrint; while( *s ) { if (*s == '\n') cg.centerPrintLines++; s++; } } /* =================== CG_DrawCenterString =================== */ static void CG_DrawCenterString( void ) { char *start; int l; int x, y, w; int h; float *color; const float scale = 1.0; //0.5 if ( !cg.centerPrintTime ) { return; } color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value ); if ( !color ) { return; } trap_R_SetColor( color ); start = cg.centerPrint; y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2; while ( 1 ) { char linebuffer[1024]; for ( l = 0; l < 50; l++ ) { if ( !start[l] || start[l] == '\n' ) { break; } linebuffer[l] = start[l]; } linebuffer[l] = 0; w = CG_Text_Width(linebuffer, scale, FONT_MEDIUM); h = CG_Text_Height(linebuffer, scale, FONT_MEDIUM); x = (SCREEN_WIDTH - w) / 2; CG_Text_Paint(x, y + h, scale, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM); y += h + 6; while ( *start && ( *start != '\n' ) ) { start++; } if ( !*start ) { break; } start++; } trap_R_SetColor( NULL ); } /* ================================================================================ CROSSHAIR ================================================================================ */ #define HEALTH_WIDTH 50.0f #define HEALTH_HEIGHT 5.0f //see if we can draw some extra info on this guy based on our class void CG_DrawSiegeInfo(centity_t *cent, float chX, float chY, float chW, float chH) { siegeExtended_t *se = &cg_siegeExtendedData[cent->currentState.number]; clientInfo_t *ci; const char *configstring, *v; siegeClass_t *siegeClass; vec4_t aColor; vec4_t bColor; vec4_t cColor; float x; float y; float percent; int ammoMax; assert(cent->currentState.number < MAX_CLIENTS); if (se->lastUpdated > cg.time) { //strange, shouldn't happen return; } if ((cg.time - se->lastUpdated) > 10000) { //if you haven't received a status update on this guy in 10 seconds, forget about it return; } if (cent->currentState.eFlags & EF_DEAD) { //he's dead, don't display info on him return; } if (cent->currentState.weapon != se->weapon) { //data is invalidated until it syncs back again return; } ci = &cgs.clientinfo[cent->currentState.number]; if (ci->team != cg.predictedPlayerState.persistant[PERS_TEAM]) { //not on the same team return; } configstring = CG_ConfigString( cg.predictedPlayerState.clientNum + CS_PLAYERS ); v = Info_ValueForKey( configstring, "siegeclass" ); if (!v || !v[0]) { //don't have siege class in info? return; } siegeClass = BG_SiegeFindClassByName(v); if (!siegeClass) { //invalid return; } if (!(siegeClass->classflags & (1<health/(float)se->maxhealth)*HEALTH_WIDTH; //color of the bar aColor[0] = 0.0f; aColor[1] = 1.0f; 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, HEALTH_WIDTH, HEALTH_HEIGHT, 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-1.0f, HEALTH_HEIGHT-1.0f, aColor); //then draw the other part greyed out CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor); //now draw his ammo ammoMax = ammoData[weaponData[cent->currentState.weapon].ammoIndex].max; if ( (cent->currentState.eFlags & EF_DOUBLE_AMMO) ) { ammoMax *= 2; } x = chX+((chW/2)-(HEALTH_WIDTH/2)); y = (chY+chH) + HEALTH_HEIGHT + 10.0f; if (!weaponData[cent->currentState.weapon].energyPerShot && !weaponData[cent->currentState.weapon].altEnergyPerShot) { //a weapon that takes no ammo, so show full percent = HEALTH_WIDTH; } else { percent = ((float)se->ammo/(float)ammoMax)*HEALTH_WIDTH; } //color of the bar aColor[0] = 1.0f; aColor[1] = 1.0f; 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, HEALTH_WIDTH, HEALTH_HEIGHT, 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-1.0f, HEALTH_HEIGHT-1.0f, aColor); //then draw the other part greyed out CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor); } //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)-(HEALTH_WIDTH/2)); float y = (chY+chH) + 8.0f; float percent = ((float)cent->currentState.health/(float)cent->currentState.maxhealth)*HEALTH_WIDTH; if (percent <= 0) { return; } //color of the bar if (!cent->currentState.teamowner || cgs.gametype < GT_TEAM) { //not owned by a team or teamplay aColor[0] = 1.0f; aColor[1] = 1.0f; aColor[2] = 0.0f; aColor[3] = 0.4f; } else if (cent->currentState.teamowner == cg.predictedPlayerState.persistant[PERS_TEAM]) { //owned by my team aColor[0] = 0.0f; aColor[1] = 1.0f; aColor[2] = 0.0f; aColor[3] = 0.4f; } else { //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, HEALTH_WIDTH, HEALTH_HEIGHT, 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-1.0f, HEALTH_HEIGHT-1.0f, aColor); //then draw the other part greyed out CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor); } //same routine (at least for now), draw progress of a "hack" or whatever void CG_DrawHaqrBar(float chX, float chY, float chW, float chH) { vec4_t aColor; vec4_t bColor; vec4_t cColor; float x = chX+((chW/2)-(HEALTH_WIDTH/2)); float y = (chY+chH) + 8.0f; float percent = (((float)cg.predictedPlayerState.hackingTime-(float)cg.time)/(float)cg.predictedPlayerState.hackingBaseTime)*HEALTH_WIDTH; if (percent > HEALTH_WIDTH || percent < 1.0f) { return; } //color of the bar aColor[0] = 1.0f; aColor[1] = 1.0f; 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 done area cColor[0] = 0.5f; cColor[1] = 0.5f; cColor[2] = 0.5f; cColor[3] = 0.1f; //draw the background (black) CG_DrawRect(x, y, HEALTH_WIDTH, HEALTH_HEIGHT, 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-1.0f, HEALTH_HEIGHT-1.0f, aColor); //then draw the other part greyed out CG_FillRect(x+percent, y+1.0f, HEALTH_WIDTH-percent-1.0f, HEALTH_HEIGHT-1.0f, cColor); //draw the hacker icon CG_DrawPic(x, y-HEALTH_WIDTH, HEALTH_WIDTH, HEALTH_WIDTH, cgs.media.hackerIconShader); } //generic timing bar int cg_genericTimerBar = 0; int cg_genericTimerDur = 0; vec4_t cg_genericTimerColor; #define CGTIMERBAR_H 50.0f #define CGTIMERBAR_W 10.0f #define CGTIMERBAR_X (SCREEN_WIDTH-CGTIMERBAR_W-120.0f) #define CGTIMERBAR_Y (SCREEN_HEIGHT-CGTIMERBAR_H-20.0f) void CG_DrawGenericTimerBar(void) { vec4_t aColor; vec4_t bColor; vec4_t cColor; float x = CGTIMERBAR_X; float y = CGTIMERBAR_Y; float percent = ((float)(cg_genericTimerBar-cg.time)/(float)cg_genericTimerDur)*CGTIMERBAR_H; if (percent > CGTIMERBAR_H) { return; } if (percent < 0.1f) { percent = 0.1f; } //color of the bar aColor[0] = cg_genericTimerColor[0]; aColor[1] = cg_genericTimerColor[1]; aColor[2] = cg_genericTimerColor[2]; aColor[3] = cg_genericTimerColor[3]; //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 fuel" cColor[0] = 0.5f; cColor[1] = 0.5f; cColor[2] = 0.5f; cColor[3] = 0.1f; //draw the background (black) CG_DrawRect(x, y, CGTIMERBAR_W, CGTIMERBAR_H, 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+(CGTIMERBAR_H-percent), CGTIMERBAR_W-2.0f, CGTIMERBAR_H-1.0f-(CGTIMERBAR_H-percent), aColor); //then draw the other part greyed out CG_FillRect(x+1.0f, y+1.0f, CGTIMERBAR_W-2.0f, CGTIMERBAR_H-percent, cColor); } /* ================= CG_DrawCrosshair ================= */ #ifdef _XBOX int cg_crossHairStatus = 0; #endif float cg_crosshairPrevPosX = 0; float cg_crosshairPrevPosY = 0; #define CRAZY_CROSSHAIR_MAX_ERROR_X (100.0f*640.0f/480.0f) #define CRAZY_CROSSHAIR_MAX_ERROR_Y (100.0f) void CG_LerpCrosshairPos( float *x, float *y ) { if ( cg_crosshairPrevPosX ) {//blend from old pos float maxMove = 30.0f * ((float)cg.frametime/500.0f) * 640.0f/480.0f; float xDiff = (*x - cg_crosshairPrevPosX); if ( fabs(xDiff) > CRAZY_CROSSHAIR_MAX_ERROR_X ) { maxMove = CRAZY_CROSSHAIR_MAX_ERROR_X; } if ( xDiff > maxMove ) { *x = cg_crosshairPrevPosX + maxMove; } else if ( xDiff < -maxMove ) { *x = cg_crosshairPrevPosX - maxMove; } } cg_crosshairPrevPosX = *x; if ( cg_crosshairPrevPosY ) {//blend from old pos float maxMove = 30.0f * ((float)cg.frametime/500.0f); float yDiff = (*y - cg_crosshairPrevPosY); if ( fabs(yDiff) > CRAZY_CROSSHAIR_MAX_ERROR_Y ) { maxMove = CRAZY_CROSSHAIR_MAX_ERROR_X; } if ( yDiff > maxMove ) { *y = cg_crosshairPrevPosY + maxMove; } else if ( yDiff < -maxMove ) { *y = cg_crosshairPrevPosY - maxMove; } } cg_crosshairPrevPosY = *y; } vec3_t cg_crosshairPos={0,0,0}; static void CG_DrawCrosshair( vec3_t worldPoint, int chEntValid ) { float w, h; qhandle_t hShader = 0; float f; float x, y; qboolean corona = qfalse; vec4_t ecolor = {0,0,0,0}; centity_t *crossEnt = NULL; float chX, chY; #ifdef _XBOX cg_crossHairStatus = 0; #endif if ( worldPoint ) { VectorCopy( worldPoint, cg_crosshairPos ); } if ( !cg_drawCrosshair.integer ) { return; } if (cg.snap->ps.fallingToDeath) { return; } if ( cg.predictedPlayerState.zoomMode != 0 ) {//not while scoped return; } /* if ( cg_drawingRocketLockThisFrame && cg.snap->ps.m_iVehicleNum ) {//in vehicle, rocket lock-on replaces crosshair return; } */ if ( cg_crosshairHealth.integer ) { vec4_t hcolor; CG_ColorForHealth( hcolor ); trap_R_SetColor( hcolor ); } else { //set color based on what kind of ent is under crosshair if ( cg.crosshairClientNum >= ENTITYNUM_WORLD ) { trap_R_SetColor( NULL ); } //rwwFIXMEFIXME: Write this a different way, it's getting a bit too sloppy looking else if (chEntValid && (cg_entities[cg.crosshairClientNum].currentState.number < MAX_CLIENTS || cg_entities[cg.crosshairClientNum].currentState.eType == ET_NPC || cg_entities[cg.crosshairClientNum].currentState.shouldtarget || cg_entities[cg.crosshairClientNum].currentState.health || //always show ents with health data under crosshair (cg_entities[cg.crosshairClientNum].currentState.eType == ET_MOVER && cg_entities[cg.crosshairClientNum].currentState.bolt1 && cg.predictedPlayerState.weapon == WP_SABER) || (cg_entities[cg.crosshairClientNum].currentState.eType == ET_MOVER && cg_entities[cg.crosshairClientNum].currentState.teamowner))) { crossEnt = &cg_entities[cg.crosshairClientNum]; if ( crossEnt->currentState.powerups & (1 <currentState.number < MAX_CLIENTS ) { if (cgs.gametype >= GT_TEAM && cgs.clientinfo[crossEnt->currentState.number].team == cgs.clientinfo[cg.snap->ps.clientNum].team ) { //Allies are green ecolor[0] = 0.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } else { if (cgs.gametype == GT_POWERDUEL && cgs.clientinfo[crossEnt->currentState.number].duelTeam == cgs.clientinfo[cg.snap->ps.clientNum].duelTeam) { //on the same duel team in powerduel, so he's a friend ecolor[0] = 0.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } else { //Enemies are red ecolor[0] = 1.0;//R ecolor[1] = 0.0;//G ecolor[2] = 0.0;//B #ifdef _XBOX cg_crossHairStatus = 1; #endif } } if (cg.snap->ps.duelInProgress) { if (crossEnt->currentState.number != cg.snap->ps.duelIndex) { //grey out crosshair for everyone but your foe if you're in a duel ecolor[0] = 0.4; ecolor[1] = 0.4; ecolor[2] = 0.4; } } else if (crossEnt->currentState.bolt1) { //this fellow is in a duel. We just checked if we were in a duel above, so //this means we aren't and he is. Which of course means our crosshair greys out over him. ecolor[0] = 0.4; ecolor[1] = 0.4; ecolor[2] = 0.4; } } else if (crossEnt->currentState.shouldtarget || crossEnt->currentState.eType == ET_NPC) { //VectorCopy( crossEnt->startRGBA, ecolor ); if ( !ecolor[0] && !ecolor[1] && !ecolor[2] ) { // We really don't want black, so set it to yellow ecolor[0] = 1.0F;//R ecolor[1] = 0.8F;//G ecolor[2] = 0.3F;//B } if (crossEnt->currentState.eType == ET_NPC) { int plTeam; if (cgs.gametype == GT_SIEGE) { plTeam = cg.predictedPlayerState.persistant[PERS_TEAM]; } else { plTeam = NPCTEAM_PLAYER; } if ( crossEnt->currentState.powerups & (1 <currentState.teamowner ) { //not on a team if (!crossEnt->currentState.teamowner || crossEnt->currentState.NPC_class == CLASS_VEHICLE) { //neutral if (crossEnt->currentState.owner < MAX_CLIENTS) { //base color on who is pilotting this thing clientInfo_t *ci = &cgs.clientinfo[crossEnt->currentState.owner]; if (cgs.gametype >= GT_TEAM && ci->team == cg.predictedPlayerState.persistant[PERS_TEAM]) { //friendly ecolor[0] = 0.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } else { //hostile ecolor[0] = 1.0;//R ecolor[1] = 0.0;//G ecolor[2] = 0.0;//B #ifdef _XBOX cg_crossHairStatus = 1; #endif } } else { //unmanned ecolor[0] = 1.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } } else { ecolor[0] = 1.0;//R ecolor[1] = 0.0;//G ecolor[2] = 0.0;//B #ifdef _XBOX cg_crossHairStatus = 1; #endif } } else if ( crossEnt->currentState.teamowner != plTeam ) {// on enemy team ecolor[0] = 1.0;//R ecolor[1] = 0.0;//G ecolor[2] = 0.0;//B #ifdef _XBOX cg_crossHairStatus = 1; #endif } else { //a friend ecolor[0] = 0.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } } else if ( crossEnt->currentState.teamowner == TEAM_RED || crossEnt->currentState.teamowner == TEAM_BLUE ) { if (cgs.gametype < GT_TEAM) { //not teamplay, just neutral then ecolor[0] = 1.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } else if ( crossEnt->currentState.teamowner != cgs.clientinfo[cg.snap->ps.clientNum].team ) { //on the enemy team ecolor[0] = 1.0;//R ecolor[1] = 0.0;//G ecolor[2] = 0.0;//B #ifdef _XBOX cg_crossHairStatus = 1; #endif } else { //on my team ecolor[0] = 0.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } } else if (crossEnt->currentState.owner == cg.snap->ps.clientNum || (cgs.gametype >= GT_TEAM && crossEnt->currentState.teamowner == cgs.clientinfo[cg.snap->ps.clientNum].team)) { ecolor[0] = 0.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } else if (crossEnt->currentState.teamowner == 16 || (cgs.gametype >= GT_TEAM && crossEnt->currentState.teamowner && crossEnt->currentState.teamowner != cgs.clientinfo[cg.snap->ps.clientNum].team)) { ecolor[0] = 1.0;//R ecolor[1] = 0.0;//G ecolor[2] = 0.0;//B #ifdef _XBOX cg_crossHairStatus = 1; #endif } } else if (crossEnt->currentState.eType == ET_MOVER && crossEnt->currentState.bolt1 && cg.predictedPlayerState.weapon == WP_SABER) { //can push/pull this mover. Only show it if we're using the saber. ecolor[0] = 0.2f; ecolor[1] = 0.5f; ecolor[2] = 1.0f; corona = qtrue; } else if (crossEnt->currentState.eType == ET_MOVER && crossEnt->currentState.teamowner) { //a team owns this - if it's my team green, if not red, if not teamplay then yellow if (cgs.gametype < GT_TEAM) { ecolor[0] = 1.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } else if (cg.predictedPlayerState.persistant[PERS_TEAM] != crossEnt->currentState.teamowner) { //not my team ecolor[0] = 1.0;//R ecolor[1] = 0.0;//G ecolor[2] = 0.0;//B #ifdef _XBOX cg_crossHairStatus = 1; #endif } else { //my team ecolor[0] = 0.0;//R ecolor[1] = 1.0;//G ecolor[2] = 0.0;//B } } else if (crossEnt->currentState.health) { if (!crossEnt->currentState.teamowner || cgs.gametype < GT_TEAM) { //not owned by a team or teamplay ecolor[0] = 1.0f; ecolor[1] = 1.0f; ecolor[2] = 0.0f; } else if (crossEnt->currentState.teamowner == cg.predictedPlayerState.persistant[PERS_TEAM]) { //owned by my team ecolor[0] = 0.0f; ecolor[1] = 1.0f; ecolor[2] = 0.0f; } else { //hostile ecolor[0] = 1.0f; ecolor[1] = 0.0f; ecolor[2] = 0.0f; #ifdef _XBOX cg_crossHairStatus = 1; #endif } } ecolor[3] = 1.0; trap_R_SetColor( ecolor ); } } if ( cg.predictedPlayerState.m_iVehicleNum ) {//I'm in a vehicle centity_t *vehCent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; if ( vehCent && vehCent->m_pVehicle && vehCent->m_pVehicle->m_pVehicleInfo && vehCent->m_pVehicle->m_pVehicleInfo->crosshairShaderHandle ) { hShader = vehCent->m_pVehicle->m_pVehicleInfo->crosshairShaderHandle; } //bigger by default w = cg_crosshairSize.value*2.0f; h = w; } else { 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; } //CG_LerpCrosshairPos( &x, &y ); x -= 320; y -= 240; } else { x = cg_crosshairX.integer; y = cg_crosshairY.integer; } if ( !hShader ) { hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; } chX = x + cg.refdef.x + 0.5 * (640 - w); chY = y + cg.refdef.y + 0.5 * (480 - h); trap_R_DrawStretchPic( chX, chY, w, h, 0, 0, 1, 1, hShader ); //draw a health bar directly under the crosshair if we're looking at something //that takes damage if (crossEnt && crossEnt->currentState.maxhealth) { CG_DrawHealthBar(crossEnt, chX, chY, w, h); chY += HEALTH_HEIGHT*2; } else if (crossEnt && crossEnt->currentState.number < MAX_CLIENTS) { if (cgs.gametype == GT_SIEGE) { CG_DrawSiegeInfo(crossEnt, chX, chY, w, h); chY += HEALTH_HEIGHT*4; } if (cg.crosshairVehNum && cg.time == cg.crosshairVehTime) { //it was in the crosshair this frame centity_t *hisVeh = &cg_entities[cg.crosshairVehNum]; if (hisVeh->currentState.eType == ET_NPC && hisVeh->currentState.NPC_class == CLASS_VEHICLE && hisVeh->currentState.maxhealth && hisVeh->m_pVehicle) { //draw the health for this vehicle CG_DrawHealthBar(hisVeh, chX, chY, w, h); chY += HEALTH_HEIGHT*2; } } } if (cg.predictedPlayerState.hackingTime) { //hacking something CG_DrawHaqrBar(chX, chY, w, h); } if (cg_genericTimerBar > cg.time) { //draw generic timing bar, can be used for whatever CG_DrawGenericTimerBar(); } if ( corona ) // drawing extra bits { ecolor[3] = 0.5f; 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; trap_R_SetColor( ecolor ); w *= 2.0f; h *= 2.0f; trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (640 - w), y + cg.refdef.y + 0.5 * (480 - h), w, h, 0, 0, 1, 1, cgs.media.forceCoronaShader ); } } qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y) { float xcenter, ycenter; vec3_t local, transformed; vec3_t vfwd; vec3_t vright; vec3_t vup; float xzi; float yzi; // 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 AngleVectors (cg.refdef.viewangles, vfwd, vright, vup); 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; } xzi = xcenter / transformed[2] * (96.0f/cg.refdef.fov_x); yzi = ycenter / transformed[2] * (102.0f/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 ) { float xF, yF; qboolean retVal = CG_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF ); *x = (int)xF; *y = (int)yF; return retVal; } /* ==================== CG_SaberClashFlare ==================== */ int cg_saberFlashTime = 0; vec3_t cg_saberFlashPos = {0, 0, 0}; void CG_SaberClashFlare( void ) { int t, maxTime = 150; vec3_t dif; vec3_t color; int x,y; float v, len; trace_t tr; t = cg.time - cg_saberFlashTime; if ( t <= 0 || t >= maxTime ) { return; } // Don't do clashes for things that are behind us VectorSubtract( cg_saberFlashPos, cg.refdef.vieworg, dif ); if ( DotProduct( dif, cg.refdef.viewaxis[0] ) < 0.2 ) { return; } CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, cg_saberFlashPos, -1, CONTENTS_SOLID ); if ( tr.fraction < 1.0f ) { return; } len = VectorNormalize( dif ); // clamp to a known range /* if ( len > 800 ) { len = 800; } */ if ( len > 1200 ) { return; } v = ( 1.0f - ((float)t / maxTime )) * ((1.0f - ( len / 800.0f )) * 2.0f + 0.35f); if (v < 0.001f) { v = 0.001f; } CG_WorldCoordToScreenCoord( cg_saberFlashPos, &x, &y ); VectorSet( color, 0.8f, 0.8f, 0.8f ); trap_R_SetColor( color ); CG_DrawPic( x - ( v * 300 ), y - ( v * 300 ), v * 600, v * 600, trap_R_RegisterShader( "gfx/effects/saberFlare" )); } void CG_DottedLine( float x1, float y1, float x2, float y2, float dotSize, int numDots, vec4_t color, float alpha ) { float x, y, xDiff, yDiff, xStep, yStep; vec4_t colorRGBA; int dotNum = 0; VectorCopy4( color, colorRGBA ); colorRGBA[3] = alpha; trap_R_SetColor( colorRGBA ); xDiff = x2-x1; yDiff = y2-y1; xStep = xDiff/(float)numDots; yStep = yDiff/(float)numDots; for ( dotNum = 0; dotNum < numDots; dotNum++ ) { x = x1 + (xStep*dotNum) - (dotSize*0.5f); y = y1 + (yStep*dotNum) - (dotSize*0.5f); CG_DrawPic( x, y, dotSize, dotSize, cgs.media.whiteShader ); } } void CG_BracketEntity( centity_t *cent, float radius ) { trace_t tr; vec3_t dif; float len, size, lineLength, lineWidth; float x, y; clientInfo_t *local; qboolean isEnemy = qfalse; VectorSubtract( cent->lerpOrigin, cg.refdef.vieworg, dif ); len = VectorNormalize( dif ); if ( cg.crosshairClientNum != cent->currentState.clientNum && (!cg.snap||cg.snap->ps.rocketLockIndex!= cent->currentState.clientNum) ) {//if they're the entity you're locking onto or under your crosshair, always draw bracket //Hmm... for now, if they're closer than 2000, don't bracket? if ( len < 2000.0f ) { return; } CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, cent->lerpOrigin, -1, CONTENTS_OPAQUE ); //don't bracket if can't see them if ( tr.fraction < 1.0f ) { return; } } if ( !CG_WorldCoordToScreenCoordFloat(cent->lerpOrigin, &x, &y) ) {//off-screen, don't draw it return; } //just to see if it's centered //CG_DrawPic( x-2, y-2, 4, 4, cgs.media.whiteShader ); local = &cgs.clientinfo[cg.snap->ps.clientNum]; if ( cent->currentState.m_iVehicleNum //vehicle has a driver && cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].infoValid ) { if ( cgs.gametype < GT_TEAM ) {//ffa? isEnemy = qtrue; trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] ); } else if ( cgs.clientinfo[ cent->currentState.m_iVehicleNum-1 ].team == local->team ) { trap_R_SetColor ( g_color_table[ColorIndex(COLOR_GREEN)] ); } else { isEnemy = qtrue; trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] ); } } else if ( cent->currentState.teamowner ) { if ( cgs.gametype < GT_TEAM ) {//ffa? isEnemy = qtrue; trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] ); } else if ( cent->currentState.teamowner != cg.predictedPlayerState.persistant[PERS_TEAM] ) {// on enemy team isEnemy = qtrue; trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] ); } else { //a friend trap_R_SetColor ( g_color_table[ColorIndex(COLOR_GREEN)] ); } } else {//FIXME: if we want to ever bracket anything besides vehicles (like siege objectives we want to blow up), we should handle the coloring here trap_R_SetColor ( NULL ); } if ( len <= 1.0f ) {//super-close, max out at 400 times radius (which is HUGE) size = radius*400.0f; } else {//scale by dist size = radius*(400.0f/len); } if ( size < 1.0f ) { size = 1.0f; } //length scales with dist lineLength = (size*0.1f); if ( lineLength < 0.5f ) {//always visible lineLength = 0.5f; } //always visible width lineWidth = 1.0f; x -= (size*0.5f); y -= (size*0.5f); /* if ( x >= 0 && x <= 640 && y >= 0 && y <= 480 ) */ {//brackets would be drawn on the screen, so draw them //upper left corner //horz CG_DrawPic( x, y, lineLength, lineWidth, cgs.media.whiteShader ); //vert CG_DrawPic( x, y, lineWidth, lineLength, cgs.media.whiteShader ); //upper right corner //horz CG_DrawPic( x+size-lineLength, y, lineLength, lineWidth, cgs.media.whiteShader ); //vert CG_DrawPic( x+size-lineWidth, y, lineWidth, lineLength, cgs.media.whiteShader ); //lower left corner //horz CG_DrawPic( x, y+size-lineWidth, lineLength, lineWidth, cgs.media.whiteShader ); //vert CG_DrawPic( x, y+size-lineLength, lineWidth, lineLength, cgs.media.whiteShader ); //lower right corner //horz CG_DrawPic( x+size-lineLength, y+size-lineWidth, lineLength, lineWidth, cgs.media.whiteShader ); //vert CG_DrawPic( x+size-lineWidth, y+size-lineLength, lineWidth, lineLength, cgs.media.whiteShader ); } //Lead Indicator... if ( cg_drawVehLeadIndicator.integer ) {//draw the lead indicator if ( isEnemy ) {//an enemy object if ( cent->currentState.NPC_class == CLASS_VEHICLE ) {//enemy vehicle if ( !VectorCompare( cent->currentState.pos.trDelta, vec3_origin ) ) {//enemy vehicle is moving if ( cg.predictedPlayerState.m_iVehicleNum ) {//I'm in a vehicle centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; if ( veh //vehicle cent && veh->m_pVehicle//vehicle && veh->m_pVehicle->m_pVehicleInfo//vehicle stats && veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID > VEH_WEAPON_BASE )//valid vehicle weapon { vehWeaponInfo_t *vehWeapon = &g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID]; if ( vehWeapon && vehWeapon->bIsProjectile//primary weapon's shot is a projectile && !vehWeapon->bHasGravity//primary weapon's shot is not affected by gravity && !vehWeapon->fHoming//primary weapon's shot is not homing && vehWeapon->fSpeed )//primary weapon's shot has speed {//our primary weapon's projectile has a speed vec3_t vehDiff, vehLeadPos; float vehDist, eta; float leadX, leadY; VectorSubtract( cent->lerpOrigin, cg.predictedVehicleState.origin, vehDiff ); vehDist = VectorNormalize( vehDiff ); eta = (vehDist/vehWeapon->fSpeed);//how many seconds it would take for my primary weapon's projectile to get from my ship to theirs //now extrapolate their position that number of seconds into the future based on their velocity VectorMA( cent->lerpOrigin, eta, cent->currentState.pos.trDelta, vehLeadPos ); //now we have where we should be aiming at, project that onto the screen at a 2D co-ord if ( !CG_WorldCoordToScreenCoordFloat(cent->lerpOrigin, &x, &y) ) {//off-screen, don't draw it return; } if ( !CG_WorldCoordToScreenCoordFloat(vehLeadPos, &leadX, &leadY) ) {//off-screen, don't draw it //just draw the line CG_DottedLine( x, y, leadX, leadY, 1, 10, g_color_table[ColorIndex(COLOR_RED)], 0.5f ); return; } //draw a line from the ship's cur pos to the lead pos CG_DottedLine( x, y, leadX, leadY, 1, 10, g_color_table[ColorIndex(COLOR_RED)], 0.5f ); //now draw the lead indicator trap_R_SetColor ( g_color_table[ColorIndex(COLOR_RED)] ); CG_DrawPic( leadX-8, leadY-8, 16, 16, trap_R_RegisterShader( "gfx/menus/radar/lead" ) ); } } } } } } } } qboolean CG_InFighter( void ) { if ( cg.predictedPlayerState.m_iVehicleNum ) {//I'm in a vehicle centity_t *vehCent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; if ( vehCent && vehCent->m_pVehicle && vehCent->m_pVehicle->m_pVehicleInfo && vehCent->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER ) {//I'm in a fighter return qtrue; } } return qfalse; } qboolean CG_InATST( void ) { if ( cg.predictedPlayerState.m_iVehicleNum ) {//I'm in a vehicle centity_t *vehCent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; if ( vehCent && vehCent->m_pVehicle && vehCent->m_pVehicle->m_pVehicleInfo && vehCent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER ) {//I'm in an atst return qtrue; } } return qfalse; } void CG_DrawBracketedEntities( void ) { int i; for ( i = 0; i < cg.bracketedEntityCount; i++ ) { centity_t *cent = &cg_entities[cg.bracketedEntities[i]]; CG_BracketEntity( cent, CG_RadiusForCent( cent ) ); } } //-------------------------------------------------------------- static void CG_DrawHolocronIcons(void) //-------------------------------------------------------------- { int icon_size = 40; int i = 0; int startx = 10; int starty = 10;//SCREEN_HEIGHT - icon_size*3; int endx = icon_size; int endy = icon_size; if (cg.snap->ps.zoomMode) { //don't display over zoom mask return; } if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR) { return; } while (i < NUM_FORCE_POWERS) { if (cg.snap->ps.holocronBits & (1 << forcePowerSorted[i])) { CG_DrawPic( startx, starty, endx, endy, cgs.media.forcePowerIcons[forcePowerSorted[i]]); starty += (icon_size+2); //+2 for spacing if ((starty+icon_size) >= SCREEN_HEIGHT-80) { starty = 10;//SCREEN_HEIGHT - icon_size*3; startx += (icon_size+2); } } i++; } } static qboolean CG_IsDurationPower(int power) { if (power == FP_HEAL || power == FP_SPEED || power == FP_TELEPATHY || power == FP_RAGE || power == FP_PROTECT || power == FP_ABSORB || power == FP_SEE) { return qtrue; } return qfalse; } //-------------------------------------------------------------- static void CG_DrawActivePowers(void) //-------------------------------------------------------------- { int icon_size = 40; int i = 0; int startx = icon_size*2+16; int starty = SCREEN_HEIGHT - icon_size*2; int endx = icon_size; int endy = icon_size; if (cg.snap->ps.zoomMode) { //don't display over zoom mask return; } if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR) { return; } while (i < NUM_FORCE_POWERS) { if ((cg.snap->ps.fd.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.fd.forceRageRecoveryTime > cg.time) { CG_DrawPic( startx, starty, endx, endy, cgs.media.rageRecShader); } } //static qboolean cg_drawingRocketLockThisFrame = qfalse; //-------------------------------------------------------------- static void CG_DrawRocketLocking( int lockEntNum, int lockTime ) //-------------------------------------------------------------- { int cx, cy; vec3_t org; static int oldDif = 0; centity_t *cent = &cg_entities[lockEntNum]; vec4_t color={0.0f,0.0f,0.0f,0.0f}; float lockTimeInterval = ((cgs.gametype==GT_SIEGE)?2400.0f:1200.0f)/16.0f; //FIXME: if in a vehicle, use the vehicle's lockOnTime... int dif = (cg.time - cg.snap->ps.rocketLockTime)/lockTimeInterval; int i; // cg_drawingRocketLockThisFrame = qfalse; if (!cg.snap->ps.rocketLockTime) { return; } if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR) { return; } if ( cg.snap->ps.m_iVehicleNum ) {//driving a vehicle centity_t *veh = &cg_entities[cg.snap->ps.m_iVehicleNum]; if ( veh->m_pVehicle ) { vehWeaponInfo_t *vehWeapon = NULL; if ( cg.predictedVehicleState.weaponstate == WEAPON_CHARGING_ALT ) { if ( veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID > VEH_WEAPON_BASE && veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID < MAX_VEH_WEAPONS ) { vehWeapon = &g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[1].ID]; } } else { if ( veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID > VEH_WEAPON_BASE && veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID < MAX_VEH_WEAPONS ) { vehWeapon = &g_vehWeaponInfo[veh->m_pVehicle->m_pVehicleInfo->weapon[0].ID]; } } if ( vehWeapon != NULL ) {//we are trying to lock on with a valid vehicle weapon, so use *its* locktime, not the hard-coded one if ( !vehWeapon->iLockOnTime ) {//instant lock-on dif = 10.0f; } else {//use the custom vehicle lockOnTime lockTimeInterval = (vehWeapon->iLockOnTime/16.0f); dif = (cg.time - cg.snap->ps.rocketLockTime)/lockTimeInterval; } } } } //We can't check to see in pmove if players are on the same team, so we resort //to just not drawing the lock if a teammate is the locked on ent if (cg.snap->ps.rocketLockIndex >= 0 && cg.snap->ps.rocketLockIndex < ENTITYNUM_NONE) { clientInfo_t *ci = NULL; if (cg.snap->ps.rocketLockIndex < MAX_CLIENTS) { ci = &cgs.clientinfo[cg.snap->ps.rocketLockIndex]; } else { ci = cg_entities[cg.snap->ps.rocketLockIndex].npcClient; } if (ci) { if (ci->team == cgs.clientinfo[cg.snap->ps.clientNum].team) { if (cgs.gametype >= GT_TEAM) { return; } } else if (cgs.gametype >= GT_TEAM) { centity_t *hitEnt = &cg_entities[cg.snap->ps.rocketLockIndex]; if (hitEnt->currentState.eType == ET_NPC && hitEnt->currentState.NPC_class == CLASS_VEHICLE && hitEnt->currentState.owner < ENTITYNUM_WORLD) { //this is a vehicle, if it has a pilot and that pilot is on my team, then... if (hitEnt->currentState.owner < MAX_CLIENTS) { ci = &cgs.clientinfo[hitEnt->currentState.owner]; } else { ci = cg_entities[hitEnt->currentState.owner].npcClient; } if (ci && ci->team == cgs.clientinfo[cg.snap->ps.clientNum].team) { return; } } } } } if (cg.snap->ps.rocketLockTime != -1) { lastvalidlockdif = dif; } else { dif = lastvalidlockdif; } if ( !cent ) { return; } VectorCopy( cent->lerpOrigin, org ); if ( CG_WorldCoordToScreenCoord( org, &cx, &cy )) { // we care about distance from enemy to eye, so this is good enough float sz = Distance( cent->lerpOrigin, cg.refdef.vieworg ) / 1024.0f; if ( sz > 1.0f ) { sz = 1.0f; } else if ( sz < 0.0f ) { sz = 0.0f; } sz = (1.0f - sz) * (1.0f - sz) * 32 + 6; if ( cg.snap->ps.m_iVehicleNum ) { sz *= 2.0f; } cy += sz * 0.5f; if ( dif < 0 ) { oldDif = 0; return; } else if ( dif > 8 ) { dif = 8; } // do sounds if ( oldDif != dif ) { if ( dif == 8 ) { if ( cg.snap->ps.m_iVehicleNum ) { trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/vehicles/weapons/common/lock.wav" )); } else { trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/rocket/lock.wav" )); } } else { if ( cg.snap->ps.m_iVehicleNum ) { trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/vehicles/weapons/common/tick.wav" )); } else { trap_S_StartSound( org, 0, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/rocket/tick.wav" )); } } } oldDif = dif; for ( i = 0; i < dif; i++ ) { color[0] = 1.0f; color[1] = 0.0f; color[2] = 0.0f; color[3] = 0.1f * i + 0.2f; trap_R_SetColor( color ); // our slices are offset by about 45 degrees. CG_DrawRotatePic( cx - sz, cy - sz, sz, sz, i * 45.0f, trap_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 trap_R_SetColor( color ); CG_DrawPic( cx - sz, cy - sz * 2, sz * 2, sz * 2, trap_R_RegisterShaderNoMip( "gfx/2d/lock" )); } // cg_drawingRocketLockThisFrame = qtrue; } } extern void CG_CalcVehMuzzle(Vehicle_t *pVeh, centity_t *ent, int muzzleNum); qboolean CG_CalcVehicleMuzzlePoint( int entityNum, vec3_t start, vec3_t d_f, vec3_t d_rt, vec3_t d_up) { centity_t *vehCent = &cg_entities[entityNum]; if ( vehCent->m_pVehicle && vehCent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER ) {//draw from barrels VectorCopy( vehCent->lerpOrigin, start ); start[2] += vehCent->m_pVehicle->m_pVehicleInfo->height-DEFAULT_MINS_2-48; AngleVectors( vehCent->lerpAngles, d_f, d_rt, d_up ); /* mdxaBone_t boltMatrix; int bolt; vec3_t yawOnlyAngles; VectorSet( yawOnlyAngles, 0, vehCent->lerpAngles[YAW], 0 ); bolt = trap_G2API_AddBolt( vehCent->ghoul2, 0, "*flash1"); trap_G2API_GetBoltMatrix( vehCent->ghoul2, 0, bolt, &boltMatrix, yawOnlyAngles, vehCent->lerpOrigin, cg.time, NULL, vehCent->modelScale ); // work the matrix axis stuff into the original axis and origins used. BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, start ); BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_X, d_f ); VectorClear( d_rt );//don't really need this, do we? VectorClear( d_up );//don't really need this, do we? */ } else { //check to see if we're a turret gunner on this vehicle if ( cg.predictedPlayerState.generic1 )//as a passenger {//passenger in a vehicle if ( vehCent->m_pVehicle && vehCent->m_pVehicle->m_pVehicleInfo && vehCent->m_pVehicle->m_pVehicleInfo->maxPassengers ) {//a vehicle capable of carrying passengers int turretNum; for ( turretNum = 0; turretNum < MAX_VEHICLE_TURRETS; turretNum++ ) { if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].iAmmoMax ) {// valid turret if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].passengerNum == cg.predictedPlayerState.generic1 ) {//I control this turret //Go through all muzzles, average their positions and directions and use the result for crosshair trace int vehMuzzle, numMuzzles = 0; vec3_t muzzlesAvgPos={0},muzzlesAvgDir={0}; int i; for ( i = 0; i < MAX_VEHICLE_TURRET_MUZZLES; i++ ) { vehMuzzle = vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].iMuzzle[i]; if ( vehMuzzle ) { vehMuzzle -= 1; CG_CalcVehMuzzle( vehCent->m_pVehicle, vehCent, vehMuzzle ); VectorAdd( muzzlesAvgPos, vehCent->m_pVehicle->m_vMuzzlePos[vehMuzzle], muzzlesAvgPos ); VectorAdd( muzzlesAvgDir, vehCent->m_pVehicle->m_vMuzzleDir[vehMuzzle], muzzlesAvgDir ); numMuzzles++; } if ( numMuzzles ) { VectorScale( muzzlesAvgPos, 1.0f/(float)numMuzzles, start ); VectorScale( muzzlesAvgDir, 1.0f/(float)numMuzzles, d_f ); VectorClear( d_rt ); VectorClear( d_up ); return qtrue; } } } } } } } VectorCopy( vehCent->lerpOrigin, start ); AngleVectors( vehCent->lerpAngles, d_f, d_rt, d_up ); } return qfalse; } //calc the muzzle point from the e-web itself void CG_CalcEWebMuzzlePoint(centity_t *cent, vec3_t start, vec3_t d_f, vec3_t d_rt, vec3_t d_up) { int bolt = trap_G2API_AddBolt(cent->ghoul2, 0, "*cannonflash"); assert(bolt != -1); if (bolt != -1) { mdxaBone_t boltMatrix; trap_G2API_GetBoltMatrix_NoRecNoRot(cent->ghoul2, 0, bolt, &boltMatrix, cent->lerpAngles, cent->lerpOrigin, cg.time, NULL, cent->modelScale); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, start); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, d_f); //these things start the shot a little inside the bbox to assure not starting in something solid VectorMA(start, -16.0f, d_f, start); //I guess VectorClear( d_rt );//don't really need this, do we? VectorClear( d_up );//don't really need this, do we? } } /* ================= CG_`Entity ================= */ #define MAX_XHAIR_DIST_ACCURACY 20000.0f static void CG_ScanForCrosshairEntity( void ) { trace_t trace; vec3_t start, end; int content; int ignore; qboolean bVehCheckTraceFromCamPos = qfalse; ignore = cg.predictedPlayerState.clientNum; if ( cg_dynamicCrosshair.integer ) { vec3_t d_f, d_rt, d_up; /* if ( cg.snap->ps.weapon == WP_NONE || cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON) { VectorCopy( cg.refdef.vieworg, start ); AngleVectors( cg.refdef.viewangles, d_f, d_rt, d_up ); } else */ //For now we still want to draw the crosshair in relation to the player's world coordinates //even if we have a melee weapon/no weapon. if ( cg.predictedPlayerState.m_iVehicleNum && (cg.predictedPlayerState.eFlags&EF_NODRAW) ) {//we're *inside* a vehicle //do the vehicle's crosshair instead centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; qboolean gunner = qfalse; //if (veh->currentState.owner == cg.predictedPlayerState.clientNum) { //the pilot ignore = cg.predictedPlayerState.m_iVehicleNum; gunner = CG_CalcVehicleMuzzlePoint(cg.predictedPlayerState.m_iVehicleNum, start, d_f, d_rt, d_up); } /* else { //a passenger ignore = cg.predictedPlayerState.m_iVehicleNum; VectorCopy( veh->lerpOrigin, start ); AngleVectors( veh->lerpAngles, d_f, d_rt, d_up ); VectorMA(start, 32.0f, d_f, start); //super hack } */ if ( veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo && veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && cg.distanceCull > MAX_XHAIR_DIST_ACCURACY && !gunner ) { //NOTE: on huge maps, the crosshair gets inaccurate at close range, // so we'll do an extra G2 trace from the cg.refdef.vieworg // to see if we hit anything closer and auto-aim at it if so bVehCheckTraceFromCamPos = qtrue; } } else if (cg.snap && cg.snap->ps.weapon == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex && cg_entities[cg.snap->ps.emplacedIndex].ghoul2 && cg_entities[cg.snap->ps.emplacedIndex].currentState.weapon == WP_NONE) { //locked into our e-web, calc the muzzle from it CG_CalcEWebMuzzlePoint(&cg_entities[cg.snap->ps.emplacedIndex], start, d_f, d_rt, d_up); } else { if (cg.snap && cg.snap->ps.weapon == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex) { vec3_t pitchConstraint; ignore = cg.snap->ps.emplacedIndex; VectorCopy(cg.refdef.viewangles, pitchConstraint); if (cg.renderingThirdPerson) { VectorCopy(cg.predictedPlayerState.viewangles, pitchConstraint); } else { VectorCopy(cg.refdef.viewangles, pitchConstraint); } if (pitchConstraint[PITCH] > 40) { pitchConstraint[PITCH] = 40; } AngleVectors( pitchConstraint, d_f, d_rt, d_up ); } else { vec3_t pitchConstraint; if (cg.renderingThirdPerson) { VectorCopy(cg.predictedPlayerState.viewangles, pitchConstraint); } else { VectorCopy(cg.refdef.viewangles, pitchConstraint); } AngleVectors( pitchConstraint, d_f, d_rt, d_up ); } CG_CalcMuzzlePoint(cg.snap->ps.clientNum, start); } VectorMA( start, cg.distanceCull, d_f, end ); } else { VectorCopy( cg.refdef.vieworg, start ); VectorMA( start, 131072, cg.refdef.viewaxis[0], end ); } if ( cg_dynamicCrosshair.integer && cg_dynamicCrosshairPrecision.integer ) { //then do a trace with ghoul2 models in mind CG_G2Trace( &trace, start, vec3_origin, vec3_origin, end, ignore, CONTENTS_SOLID|CONTENTS_BODY ); if ( bVehCheckTraceFromCamPos ) { //NOTE: this MUST stay up to date with the method used in WP_VehCheckTraceFromCamPos centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; trace_t extraTrace; vec3_t viewDir2End, extraEnd; float minAutoAimDist = Distance( veh->lerpOrigin, cg.refdef.vieworg ) + (veh->m_pVehicle->m_pVehicleInfo->length/2.0f) + 200.0f; VectorSubtract( end, cg.refdef.vieworg, viewDir2End ); VectorNormalize( viewDir2End ); VectorMA( cg.refdef.vieworg, MAX_XHAIR_DIST_ACCURACY, viewDir2End, extraEnd ); CG_G2Trace( &extraTrace, cg.refdef.vieworg, vec3_origin, vec3_origin, extraEnd, ignore, CONTENTS_SOLID|CONTENTS_BODY ); if ( !extraTrace.allsolid && !extraTrace.startsolid ) { if ( extraTrace.fraction < 1.0f ) { if ( (extraTrace.fraction*MAX_XHAIR_DIST_ACCURACY) > minAutoAimDist ) { if ( ((extraTrace.fraction*MAX_XHAIR_DIST_ACCURACY)-Distance( veh->lerpOrigin, cg.refdef.vieworg )) < (trace.fraction*cg.distanceCull) ) {//this trace hit *something* that's closer than the thing the main trace hit, so use this result instead memcpy( &trace, &extraTrace, sizeof( trace_t ) ); } } } } } } else { CG_Trace( &trace, start, vec3_origin, vec3_origin, end, ignore, CONTENTS_SOLID|CONTENTS_BODY ); } if (trace.entityNum < MAX_CLIENTS) { if (CG_IsMindTricked(cg_entities[trace.entityNum].currentState.trickedentindex, cg_entities[trace.entityNum].currentState.trickedentindex2, cg_entities[trace.entityNum].currentState.trickedentindex3, cg_entities[trace.entityNum].currentState.trickedentindex4, cg.snap->ps.clientNum)) { if (cg.crosshairClientNum == trace.entityNum) { cg.crosshairClientNum = ENTITYNUM_NONE; cg.crosshairClientTime = 0; } CG_DrawCrosshair(trace.endpos, 0); return; //this entity is mind-tricking the current client, so don't render it } } if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR) { if (trace.entityNum < /*MAX_CLIENTS*/ENTITYNUM_WORLD) { cg.crosshairClientNum = trace.entityNum; cg.crosshairClientTime = cg.time; if (cg.crosshairClientNum < ENTITYNUM_WORLD) { centity_t *veh = &cg_entities[cg.crosshairClientNum]; if (veh->currentState.eType == ET_NPC && veh->currentState.NPC_class == CLASS_VEHICLE && veh->currentState.owner < MAX_CLIENTS) { //draw the name of the pilot then cg.crosshairClientNum = veh->currentState.owner; cg.crosshairVehNum = veh->currentState.number; cg.crosshairVehTime = cg.time; } } CG_DrawCrosshair(trace.endpos, 1); } else { CG_DrawCrosshair(trace.endpos, 0); } } // if ( trace.entityNum >= MAX_CLIENTS ) { // return; // } // if the player is in fog, don't show it content = trap_CM_PointContents( trace.endpos, 0 ); if ( content & CONTENTS_FOG ) { return; } // update the fade timer cg.crosshairClientNum = trace.entityNum; cg.crosshairClientTime = cg.time; } void CG_SanitizeString( char *in, char *out ) { int i = 0; int r = 0; while (in[i]) { if (i >= 128-1) { //the ui truncates the name here.. break; } if (in[i] == '^') { if (in[i+1] >= 48 && //'0' in[i+1] <= 57) //'9' { //only skip it if there's a number after it for the color i += 2; continue; } else { //just skip the ^ i++; continue; } } if (in[i] < 32) { i++; continue; } out[r] = in[i]; r++; i++; } out[r] = 0; } /* ===================== CG_DrawCrosshairNames ===================== */ static void CG_DrawCrosshairNames( void ) { float *color; vec4_t tcolor; char *name; char sanitized[1024]; int baseColor; qboolean isVeh = qfalse; if ( !cg_drawCrosshair.integer ) { return; } // scan the known entities to see if the crosshair is sighted on one CG_ScanForCrosshairEntity(); if ( !cg_drawCrosshairNames.integer ) { return; } //rww - still do the trace, our dynamic crosshair depends on it if (cg.crosshairClientNum < ENTITYNUM_WORLD) { centity_t *veh = &cg_entities[cg.crosshairClientNum]; if (veh->currentState.eType == ET_NPC && veh->currentState.NPC_class == CLASS_VEHICLE && veh->currentState.owner < MAX_CLIENTS) { //draw the name of the pilot then cg.crosshairClientNum = veh->currentState.owner; cg.crosshairVehNum = veh->currentState.number; cg.crosshairVehTime = cg.time; isVeh = qtrue; //so we know we're drawing the pilot's name } } if (cg.crosshairClientNum >= MAX_CLIENTS) { return; } if (cg_entities[cg.crosshairClientNum].currentState.powerups & (1 << PW_CLOAKED)) { return; } // draw the name of the player being looked at color = CG_FadeColor( cg.crosshairClientTime, 1000 ); if ( !color ) { trap_R_SetColor( NULL ); return; } name = cgs.clientinfo[ cg.crosshairClientNum ].name; if (cgs.gametype >= GT_TEAM) { //if (cgs.gametype == GT_SIEGE) if (1) { //instead of team-based we'll make it oriented based on which team we're on if (cgs.clientinfo[cg.crosshairClientNum].team == cg.predictedPlayerState.persistant[PERS_TEAM]) { baseColor = CT_GREEN; } else { baseColor = CT_RED; } } else { if (cgs.clientinfo[cg.crosshairClientNum].team == TEAM_RED) { baseColor = CT_RED; } else { baseColor = CT_BLUE; } } } else { //baseColor = CT_WHITE; if (cgs.gametype == GT_POWERDUEL && cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR && cgs.clientinfo[cg.crosshairClientNum].duelTeam == cgs.clientinfo[cg.predictedPlayerState.clientNum].duelTeam) { //on the same duel team in powerduel, so he's a friend baseColor = CT_GREEN; } else { baseColor = CT_RED; //just make it red in nonteam modes since everyone is hostile and crosshair will be red on them too } } if (cg.snap->ps.duelInProgress) { if (cg.crosshairClientNum != cg.snap->ps.duelIndex) { //grey out crosshair for everyone but your foe if you're in a duel baseColor = CT_BLACK; } } else if (cg_entities[cg.crosshairClientNum].currentState.bolt1) { //this fellow is in a duel. We just checked if we were in a duel above, so //this means we aren't and he is. Which of course means our crosshair greys out over him. baseColor = CT_BLACK; } tcolor[0] = colorTable[baseColor][0]; tcolor[1] = colorTable[baseColor][1]; tcolor[2] = colorTable[baseColor][2]; tcolor[3] = color[3]*0.5f; CG_SanitizeString(name, sanitized); if (isVeh) { char str[MAX_STRING_CHARS]; Com_sprintf(str, MAX_STRING_CHARS, "%s (pilot)", sanitized); UI_DrawProportionalString(320, 170, str, UI_CENTER, tcolor); } else { UI_DrawProportionalString(320, 170, sanitized, UI_CENTER, tcolor); } trap_R_SetColor( NULL ); } //============================================================================== /* ================= CG_DrawSpectator ================= */ static void CG_DrawSpectator(void) { const char* s; s = CG_GetStringEdString("MP_INGAME", "SPECTATOR"); if ((cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL) && cgs.duelist1 != -1 && cgs.duelist2 != -1) { char text[1024]; int size = 64; if (cgs.gametype == GT_POWERDUEL && cgs.duelist3 != -1) { Com_sprintf(text, sizeof(text), "%s^7 %s %s^7 %s %s", cgs.clientinfo[cgs.duelist1].name, CG_GetStringEdString("MP_INGAME", "SPECHUD_VERSUS"), cgs.clientinfo[cgs.duelist2].name, CG_GetStringEdString("MP_INGAME", "AND"), cgs.clientinfo[cgs.duelist3].name); } else { Com_sprintf(text, sizeof(text), "%s^7 %s %s", cgs.clientinfo[cgs.duelist1].name, CG_GetStringEdString("MP_INGAME", "SPECHUD_VERSUS"), cgs.clientinfo[cgs.duelist2].name); } CG_Text_Paint ( 320 - CG_Text_Width ( text, 1.0f, 3 ) / 2, 420, 1.0f, colorWhite, text, 0, 0, 0, 3 ); trap_R_SetColor( colorTable[CT_WHITE] ); if ( cgs.clientinfo[cgs.duelist1].modelIcon ) { CG_DrawPic( 10, SCREEN_HEIGHT-(size*1.5), size, size, cgs.clientinfo[cgs.duelist1].modelIcon ); } if ( cgs.clientinfo[cgs.duelist2].modelIcon ) { CG_DrawPic( SCREEN_WIDTH-size-10, SCREEN_HEIGHT-(size*1.5), size, size, cgs.clientinfo[cgs.duelist2].modelIcon ); } // nmckenzie: DUEL_HEALTH if (cgs.gametype == GT_DUEL) { if ( cgs.showDuelHealths >= 1) { // draw the healths on the two guys - how does this interact with power duel, though? CG_DrawDuelistHealth ( 10, SCREEN_HEIGHT-(size*1.5) - 12, 64, 8, 1 ); CG_DrawDuelistHealth ( SCREEN_WIDTH-size-10, SCREEN_HEIGHT-(size*1.5) - 12, 64, 8, 2 ); } } if (cgs.gametype != GT_POWERDUEL) { Com_sprintf(text, sizeof(text), "%i/%i", cgs.clientinfo[cgs.duelist1].score, cgs.fraglimit ); CG_Text_Paint( 42 - CG_Text_Width( text, 1.0f, 2 ) / 2, SCREEN_HEIGHT-(size*1.5) + 64, 1.0f, colorWhite, text, 0, 0, 0, 2 ); Com_sprintf(text, sizeof(text), "%i/%i", cgs.clientinfo[cgs.duelist2].score, cgs.fraglimit ); CG_Text_Paint( SCREEN_WIDTH-size+22 - CG_Text_Width( text, 1.0f, 2 ) / 2, SCREEN_HEIGHT-(size*1.5) + 64, 1.0f, colorWhite, text, 0, 0, 0, 2 ); } if (cgs.gametype == GT_POWERDUEL && cgs.duelist3 != -1) { if ( cgs.clientinfo[cgs.duelist3].modelIcon ) { CG_DrawPic( SCREEN_WIDTH-size-10, SCREEN_HEIGHT-(size*2.8), size, size, cgs.clientinfo[cgs.duelist3].modelIcon ); } } } else { CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, 3 ) / 2, 420, 1.0f, colorWhite, s, 0, 0, 0, 3 ); } if ( cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL ) { s = CG_GetStringEdString("MP_INGAME", "WAITING_TO_PLAY"); // "waiting to play"; CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, 3 ) / 2, 440, 1.0f, colorWhite, s, 0, 0, 0, 3 ); } else //if ( cgs.gametype >= GT_TEAM ) { //s = "press ESC and use the JOIN menu to play"; s = CG_GetStringEdString("MP_INGAME", "SPEC_CHOOSEJOIN"); CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, 3 ) / 2, 440, 1.0f, colorWhite, s, 0, 0, 0, 3 ); } } /* ================= CG_DrawVote ================= */ static void CG_DrawVote(void) { const char *s; int sec; char sYes[20]; char sNo[20]; char sVote[20]; char sCmd[100]; const char* sParm = 0; if ( !cgs.voteTime ) { return; } // play a talk beep whenever it is modified if ( cgs.voteModified ) { cgs.voteModified = qfalse; // trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); } sec = ( VOTE_TIME - ( cg.time - cgs.voteTime ) ) / 1000; if ( sec < 0 ) { sec = 0; } if (strncmp(cgs.voteString, "map_restart", 11)==0) { trap_SP_GetStringTextString("MENUS_RESTART_MAP", sCmd, sizeof(sCmd) ); } else if (strncmp(cgs.voteString, "vstr nextmap", 12)==0) { trap_SP_GetStringTextString("MENUS_NEXT_MAP", sCmd, sizeof(sCmd) ); } else if (strncmp(cgs.voteString, "g_doWarmup", 10)==0) { trap_SP_GetStringTextString("MENUS_WARMUP", sCmd, sizeof(sCmd) ); } else if (strncmp(cgs.voteString, "g_gametype", 10)==0) { trap_SP_GetStringTextString("MENUS_GAME_TYPE", sCmd, sizeof(sCmd) ); if ( stricmp("Free For All", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "FREE_FOR_ALL"); } else if ( stricmp("Duel", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "DUEL"); } else if ( stricmp("Holocron FFA", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "HOLOCRON_FFA"); } else if ( stricmp("Power Duel", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "POWERDUEL"); } else if ( stricmp("Team FFA", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "TEAM_FFA"); } else if ( stricmp("Siege", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "SIEGE"); } else if ( stricmp("Capture the Flag", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "CAPTURE_THE_FLAG"); } else if ( stricmp("Capture the Ysalamiri", cgs.voteString+11)==0 ) { sParm = CG_GetStringEdString("MENUS", "CAPTURE_THE_YSALIMARI"); } } else if (strncmp(cgs.voteString, "map", 3)==0) { trap_SP_GetStringTextString("MENUS_NEW_MAP", sCmd, sizeof(sCmd) ); sParm = cgs.voteString+4; } else if (strncmp(cgs.voteString, "kick", 4)==0) { trap_SP_GetStringTextString("MENUS_KICK_PLAYER", sCmd, sizeof(sCmd) ); sParm = cgs.voteString+5; } trap_SP_GetStringTextString("MENUS_VOTE", sVote, sizeof(sVote) ); trap_SP_GetStringTextString("MENUS_YES", sYes, sizeof(sYes) ); trap_SP_GetStringTextString("MENUS_NO", sNo, sizeof(sNo) ); if (sParm && sParm[0]) { s = va("%s(%i):<%s %s> %s:%i %s:%i", sVote, sec, sCmd, sParm, sYes, cgs.voteYes, sNo, cgs.voteNo); } else { s = va("%s(%i):<%s> %s:%i %s:%i", sVote, sec, sCmd, sYes, cgs.voteYes, sNo, cgs.voteNo); } CG_DrawSmallString( 4, 58, s, 1.0F ); s = CG_GetStringEdString("MP_INGAME", "OR_PRESS_ESC_THEN_CLICK_VOTE"); // s = "or press ESC then click Vote"; CG_DrawSmallString( 4, 58 + SMALLCHAR_HEIGHT + 2, s, 1.0F ); } /* ================= CG_DrawTeamVote ================= */ static void CG_DrawTeamVote(void) { char *s; int sec, cs_offset; if ( cgs.clientinfo->team == TEAM_RED ) cs_offset = 0; else if ( cgs.clientinfo->team == TEAM_BLUE ) cs_offset = 1; else return; if ( !cgs.teamVoteTime[cs_offset] ) { return; } // play a talk beep whenever it is modified if ( cgs.teamVoteModified[cs_offset] ) { cgs.teamVoteModified[cs_offset] = qfalse; // trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); } sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[cs_offset] ) ) / 1000; if ( sec < 0 ) { sec = 0; } if (strstr(cgs.teamVoteString[cs_offset], "leader")) { int i = 0; while (cgs.teamVoteString[cs_offset][i] && cgs.teamVoteString[cs_offset][i] != ' ') { i++; } if (cgs.teamVoteString[cs_offset][i] == ' ') { int voteIndex = 0; char voteIndexStr[256]; i++; while (cgs.teamVoteString[cs_offset][i]) { voteIndexStr[voteIndex] = cgs.teamVoteString[cs_offset][i]; voteIndex++; i++; } voteIndexStr[voteIndex] = 0; voteIndex = atoi(voteIndexStr); s = va("TEAMVOTE(%i):(Make %s the new team leader) yes:%i no:%i", sec, cgs.clientinfo[voteIndex].name, cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] ); } else { s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset], cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] ); } } else { s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset], cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] ); } CG_DrawSmallString( 4, 90, s, 1.0F ); } static qboolean CG_DrawScoreboard() { return CG_DrawOldScoreboard(); #if 0 static qboolean firstTime = qtrue; float fade, *fadeColor; if (menuScoreboard) { menuScoreboard->window.flags &= ~WINDOW_FORCED; } if (cg_paused.integer) { cg.deferredPlayerLoading = 0; firstTime = qtrue; return qfalse; } // should never happen in Team Arena if (cgs.gametype == GT_SINGLE_PLAYER && cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { cg.deferredPlayerLoading = 0; firstTime = qtrue; return qfalse; } // don't draw scoreboard during death while warmup up if ( cg.warmup && !cg.showScores ) { return qfalse; } if ( cg.showScores || cg.predictedPlayerState.pm_type == PM_DEAD || cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { fade = 1.0; fadeColor = colorWhite; } else { fadeColor = CG_FadeColor( cg.scoreFadeTime, FADE_TIME ); if ( !fadeColor ) { // next time scoreboard comes up, don't print killer cg.deferredPlayerLoading = 0; cg.killerName[0] = 0; firstTime = qtrue; return qfalse; } fade = *fadeColor; } if (menuScoreboard == NULL) { if ( cgs.gametype >= GT_TEAM ) { menuScoreboard = Menus_FindByName("teamscore_menu"); } else { menuScoreboard = Menus_FindByName("score_menu"); } } if (menuScoreboard) { if (firstTime) { CG_SetScoreSelection(menuScoreboard); firstTime = qfalse; } Menu_Paint(menuScoreboard, qtrue); } // load any models that have been deferred if ( ++cg.deferredPlayerLoading > 10 ) { CG_LoadDeferredPlayers(); } return qtrue; #endif } /* ================= CG_DrawIntermission ================= */ static void CG_DrawIntermission( void ) { // int key; //if (cg_singlePlayer.integer) { // CG_DrawCenterString(); // return; //} cg.scoreFadeTime = cg.time; cg.scoreBoardShowing = CG_DrawScoreboard(); } /* ================= CG_DrawFollow ================= */ static qboolean CG_DrawFollow( void ) { const char *s; if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) ) { return qfalse; } // s = "following"; if (cgs.gametype == GT_POWERDUEL) { clientInfo_t *ci = &cgs.clientinfo[ cg.snap->ps.clientNum ]; if (ci->duelTeam == DUELTEAM_LONE) { s = CG_GetStringEdString("MP_INGAME", "FOLLOWINGLONE"); } else if (ci->duelTeam == DUELTEAM_DOUBLE) { s = CG_GetStringEdString("MP_INGAME", "FOLLOWINGDOUBLE"); } else { s = CG_GetStringEdString("MP_INGAME", "FOLLOWING"); } } else { s = CG_GetStringEdString("MP_INGAME", "FOLLOWING"); } CG_Text_Paint ( 320 - CG_Text_Width ( s, 1.0f, FONT_MEDIUM ) / 2, 60, 1.0f, colorWhite, s, 0, 0, 0, FONT_MEDIUM ); s = cgs.clientinfo[ cg.snap->ps.clientNum ].name; CG_Text_Paint ( 320 - CG_Text_Width ( s, 2.0f, FONT_MEDIUM ) / 2, 80, 2.0f, colorWhite, s, 0, 0, 0, FONT_MEDIUM ); return qtrue; } #if 0 static void CG_DrawTemporaryStats() { //placeholder for testing (draws ammo and force power) char s[512]; if (!cg.snap) { return; } sprintf(s, "Force: %i", cg.snap->ps.fd.forcePower); CG_DrawBigString(SCREEN_WIDTH-164, SCREEN_HEIGHT-dmgIndicSize, s, 1.0f); sprintf(s, "Ammo: %i", cg.snap->ps.ammo[weaponData[cg.snap->ps.weapon].ammoIndex]); CG_DrawBigString(SCREEN_WIDTH-164, SCREEN_HEIGHT-112, s, 1.0f); sprintf(s, "Health: %i", cg.snap->ps.stats[STAT_HEALTH]); CG_DrawBigString(8, SCREEN_HEIGHT-dmgIndicSize, s, 1.0f); sprintf(s, "Armor: %i", cg.snap->ps.stats[STAT_ARMOR]); CG_DrawBigString(8, SCREEN_HEIGHT-112, s, 1.0f); } #endif /* ================= CG_DrawAmmoWarning ================= */ static void CG_DrawAmmoWarning( void ) { #if 0 const char *s; int w; if (!cg_drawStatus.integer) { return; } if ( cg_drawAmmoWarning.integer == 0 ) { return; } if ( !cg.lowAmmoWarning ) { return; } if ( cg.lowAmmoWarning == 2 ) { s = "OUT OF AMMO"; } else { s = "LOW AMMO WARNING"; } w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString(320 - w / 2, 64, s, 1.0F); #endif } /* ================= CG_DrawWarmup ================= */ static void CG_DrawWarmup( void ) { int w; int sec; int i; float scale; int cw; const char *s; sec = cg.warmup; if ( !sec ) { return; } if ( sec < 0 ) { // s = "Waiting for players"; s = CG_GetStringEdString("MP_INGAME", "WAITING_FOR_PLAYERS"); w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString(320 - w / 2, 24, s, 1.0F); cg.warmupCount = 0; return; } if (cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL) { // find the two active players clientInfo_t *ci1, *ci2, *ci3; ci1 = NULL; ci2 = NULL; ci3 = NULL; if (cgs.gametype == GT_POWERDUEL) { if (cgs.duelist1 != -1) { ci1 = &cgs.clientinfo[cgs.duelist1]; } if (cgs.duelist2 != -1) { ci2 = &cgs.clientinfo[cgs.duelist2]; } if (cgs.duelist3 != -1) { ci3 = &cgs.clientinfo[cgs.duelist3]; } } else { for ( i = 0 ; i < cgs.maxclients ; i++ ) { if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_FREE ) { if ( !ci1 ) { ci1 = &cgs.clientinfo[i]; } else { ci2 = &cgs.clientinfo[i]; } } } } if ( ci1 && ci2 ) { if (ci3) { s = va( "%s vs %s and %s", ci1->name, ci2->name, ci3->name ); } else { s = va( "%s vs %s", ci1->name, ci2->name ); } w = CG_Text_Width(s, 0.6f, FONT_MEDIUM); CG_Text_Paint(320 - w / 2, 60, 0.6f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE,FONT_MEDIUM); } } else { if ( cgs.gametype == GT_FFA ) { s = CG_GetStringEdString("MENUS", "FREE_FOR_ALL");//"Free For All"; } else if ( cgs.gametype == GT_HOLOCRON ) { s = CG_GetStringEdString("MENUS", "HOLOCRON_FFA");//"Holocron FFA"; } else if ( cgs.gametype == GT_JEDIMASTER ) { s = CG_GetStringEdString("MENUS", "POWERDUEL");//"Jedi Master";?? } else if ( cgs.gametype == GT_TEAM ) { s = CG_GetStringEdString("MENUS", "TEAM_FFA");//"Team FFA"; } else if ( cgs.gametype == GT_SIEGE ) { s = CG_GetStringEdString("MENUS", "SIEGE");//"Siege"; } else if ( cgs.gametype == GT_CTF ) { s = CG_GetStringEdString("MENUS", "CAPTURE_THE_FLAG");//"Capture the Flag"; } else if ( cgs.gametype == GT_CTY ) { s = CG_GetStringEdString("MENUS", "CAPTURE_THE_YSALIMARI");//"Capture the Ysalamiri"; } else { s = ""; } w = CG_Text_Width(s, 1.5f, FONT_MEDIUM); CG_Text_Paint(320 - w / 2, 90, 1.5f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE,FONT_MEDIUM); } sec = ( sec - cg.time ) / 1000; if ( sec < 0 ) { cg.warmup = 0; sec = 0; } // s = va( "Starts in: %i", sec + 1 ); s = va( "%s: %i",CG_GetStringEdString("MP_INGAME", "STARTS_IN"), sec + 1 ); if ( sec != cg.warmupCount ) { cg.warmupCount = sec; if (cgs.gametype != GT_SIEGE) { switch ( sec ) { case 0: trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER ); break; case 1: trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER ); break; case 2: trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER ); break; default: break; } } } scale = 0.45f; switch ( cg.warmupCount ) { case 0: cw = 28; scale = 1.25f; break; case 1: cw = 24; scale = 1.15f; break; case 2: cw = 20; scale = 1.05f; break; default: cw = 16; scale = 0.9f; break; } w = CG_Text_Width(s, scale, FONT_MEDIUM); CG_Text_Paint(320 - w / 2, 125, scale, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM); } //================================================================================== /* ================= CG_DrawTimedMenus ================= */ void CG_DrawTimedMenus() { if (cg.voiceTime) { int t = cg.time - cg.voiceTime; if ( t > 2500 ) { Menus_CloseByName("voiceMenu"); trap_Cvar_Set("cl_conXOffset", "0"); cg.voiceTime = 0; } } } void CG_DrawFlagStatus() { int myFlagTakenShader = 0; int theirFlagShader = 0; int team = 0; int startDrawPos = 2; int ico_size = 32; if (!cg.snap) { return; } if (cgs.gametype != GT_CTF && cgs.gametype != GT_CTY) { return; } team = cg.snap->ps.persistant[PERS_TEAM]; if (cgs.gametype == GT_CTY) { if (team == TEAM_RED) { myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" ); theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" ); } else { myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" ); theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" ); } } else { if (team == TEAM_RED) { myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" ); theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag" ); } else { myFlagTakenShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" ); theirFlagShader = trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag" ); } } if (CG_YourTeamHasFlag()) { //CG_DrawPic( startDrawPos, 330, ico_size, ico_size, theirFlagShader ); CG_DrawPic( 2, 330-startDrawPos, ico_size, ico_size, theirFlagShader ); startDrawPos += ico_size+2; } if (CG_OtherTeamHasFlag()) { //CG_DrawPic( startDrawPos, 330, ico_size, ico_size, myFlagTakenShader ); CG_DrawPic( 2, 330-startDrawPos, ico_size, ico_size, myFlagTakenShader ); } } //draw meter showing jetpack fuel when it's not full #define JPFUELBAR_H 100.0f #define JPFUELBAR_W 20.0f #define JPFUELBAR_X (SCREEN_WIDTH-JPFUELBAR_W-8.0f) #define JPFUELBAR_Y 260.0f void CG_DrawJetpackFuel(void) { vec4_t aColor; vec4_t bColor; vec4_t cColor; float x = JPFUELBAR_X; float y = JPFUELBAR_Y; float percent = ((float)cg.snap->ps.jetpackFuel/100.0f)*JPFUELBAR_H; if (percent > JPFUELBAR_H) { return; } if (percent < 0.1f) { percent = 0.1f; } //color of the bar aColor[0] = 0.5f; aColor[1] = 0.0f; aColor[2] = 0.0f; aColor[3] = 0.8f; //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 fuel" cColor[0] = 0.5f; cColor[1] = 0.5f; cColor[2] = 0.5f; cColor[3] = 0.1f; //draw the background (black) CG_DrawRect(x, y, JPFUELBAR_W, JPFUELBAR_H, 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+(JPFUELBAR_H-percent), JPFUELBAR_W-1.0f, JPFUELBAR_H-1.0f-(JPFUELBAR_H-percent), aColor); //then draw the other part greyed out CG_FillRect(x+1.0f, y+1.0f, JPFUELBAR_W-1.0f, JPFUELBAR_H-percent, cColor); } //draw meter showing e-web health when it is in use #define EWEBHEALTH_H 100.0f #define EWEBHEALTH_W 20.0f #define EWEBHEALTH_X (SCREEN_WIDTH-EWEBHEALTH_W-8.0f) #define EWEBHEALTH_Y 290.0f void CG_DrawEWebHealth(void) { vec4_t aColor; vec4_t bColor; vec4_t cColor; float x = EWEBHEALTH_X; float y = EWEBHEALTH_Y; centity_t *eweb = &cg_entities[cg.predictedPlayerState.emplacedIndex]; float percent = ((float)eweb->currentState.health/eweb->currentState.maxhealth)*EWEBHEALTH_H; if (percent > EWEBHEALTH_H) { return; } if (percent < 0.1f) { percent = 0.1f; } //kind of hacky, need to pass a coordinate in here if (cg.snap->ps.jetpackFuel < 100) { x -= (JPFUELBAR_W+8.0f); } if (cg.snap->ps.cloakFuel < 100) { x -= (JPFUELBAR_W+8.0f); } //color of the bar aColor[0] = 0.5f; aColor[1] = 0.0f; aColor[2] = 0.0f; aColor[3] = 0.8f; //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 fuel" cColor[0] = 0.5f; cColor[1] = 0.5f; cColor[2] = 0.5f; cColor[3] = 0.1f; //draw the background (black) CG_DrawRect(x, y, EWEBHEALTH_W, EWEBHEALTH_H, 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+(EWEBHEALTH_H-percent), EWEBHEALTH_W-1.0f, EWEBHEALTH_H-1.0f-(EWEBHEALTH_H-percent), aColor); //then draw the other part greyed out CG_FillRect(x+1.0f, y+1.0f, EWEBHEALTH_W-1.0f, EWEBHEALTH_H-percent, cColor); } //draw meter showing cloak fuel when it's not full #define CLFUELBAR_H 100.0f #define CLFUELBAR_W 20.0f #define CLFUELBAR_X (SCREEN_WIDTH-CLFUELBAR_W-8.0f) #define CLFUELBAR_Y 260.0f void CG_DrawCloakFuel(void) { vec4_t aColor; vec4_t bColor; vec4_t cColor; float x = CLFUELBAR_X; float y = CLFUELBAR_Y; float percent = ((float)cg.snap->ps.cloakFuel/100.0f)*CLFUELBAR_H; if (percent > CLFUELBAR_H) { return; } if ( cg.snap->ps.jetpackFuel < 100 ) {//if drawing jetpack fuel bar too, then move this over...? x -= (JPFUELBAR_W+8.0f); } if (percent < 0.1f) { percent = 0.1f; } //color of the bar aColor[0] = 0.0f; aColor[1] = 0.0f; aColor[2] = 0.6f; aColor[3] = 0.8f; //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 fuel" cColor[0] = 0.1f; cColor[1] = 0.1f; cColor[2] = 0.3f; cColor[3] = 0.1f; //draw the background (black) CG_DrawRect(x, y, CLFUELBAR_W, CLFUELBAR_H, 1.0f, colorTable[CT_BLACK]); //now draw the part to show how much fuel there is in the color specified CG_FillRect(x+1.0f, y+1.0f+(CLFUELBAR_H-percent), CLFUELBAR_W-1.0f, CLFUELBAR_H-1.0f-(CLFUELBAR_H-percent), aColor); //then draw the other part greyed out CG_FillRect(x+1.0f, y+1.0f, CLFUELBAR_W-1.0f, CLFUELBAR_H-percent, cColor); } 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; int cgYsalTime = 0; int cgYsalFadeTime = 0; float cgYsalFadeVal = 0; qboolean gCGHasFallVector = qfalse; vec3_t gCGFallVector; /* ================= CG_Draw2D ================= */ extern int cgSiegeRoundState; extern int cgSiegeRoundTime; extern int team1Timed; extern int team2Timed; int cg_beatingSiegeTime = 0; int cgSiegeRoundBeganTime = 0; int cgSiegeRoundCountTime = 0; static void CG_DrawSiegeTimer(int timeRemaining, qboolean isMyTeam) { //rwwFIXMEFIXME: Make someone make assets and use them. //this function is pretty much totally placeholder. // int x = 0; // int y = SCREEN_HEIGHT-160; int fColor = 0; int minutes = 0; int seconds = 0; char timeStr[1024]; menuDef_t *menuHUD = NULL; itemDef_t *item = NULL; menuHUD = Menus_FindByName("mp_timer"); if (!menuHUD) { return; } item = Menu_FindItemByName(menuHUD, "frame"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } seconds = timeRemaining; while (seconds >= 60) { minutes++; seconds -= 60; } strcpy(timeStr, va( "%i:%02i", minutes, seconds )); if (isMyTeam) { fColor = CT_HUD_RED; } else { fColor = CT_HUD_GREEN; } // trap_Cvar_Set("ui_siegeTimer", timeStr); // UI_DrawProportionalString( x+16, y+40, timeStr, // UI_SMALLFONT|UI_DROPSHADOW, colorTable[fColor] ); item = Menu_FindItemByName(menuHUD, "timer"); if (item) { UI_DrawProportionalString( item->window.rect.x, item->window.rect.y, timeStr, UI_SMALLFONT|UI_DROPSHADOW, colorTable[fColor] ); } } static void CG_DrawSiegeDeathTimer( int timeRemaining ) { int minutes = 0; int seconds = 0; char timeStr[1024]; menuDef_t *menuHUD = NULL; itemDef_t *item = NULL; menuHUD = Menus_FindByName("mp_timer"); if (!menuHUD) { return; } item = Menu_FindItemByName(menuHUD, "frame"); if (item) { trap_R_SetColor( item->window.foreColor ); CG_DrawPic( item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->window.background ); } seconds = timeRemaining; while (seconds >= 60) { minutes++; seconds -= 60; } if (seconds < 10) { strcpy(timeStr, va( "%i:0%i", minutes, seconds )); } else { strcpy(timeStr, va( "%i:%i", minutes, seconds )); } item = Menu_FindItemByName(menuHUD, "deathtimer"); if (item) { UI_DrawProportionalString( item->window.rect.x, item->window.rect.y, timeStr, UI_SMALLFONT|UI_DROPSHADOW, item->window.foreColor ); } } int cgSiegeEntityRender = 0; static void CG_DrawSiegeHUDItem(void) { void *g2; qhandle_t handle; vec3_t origin, angles; vec3_t mins, maxs; float len; centity_t *cent = &cg_entities[cgSiegeEntityRender]; if (cent->ghoul2) { g2 = cent->ghoul2; handle = 0; } else { handle = cgs.gameModels[cent->currentState.modelindex]; g2 = NULL; } if (handle) { trap_R_ModelBounds( handle, mins, maxs ); } else { VectorSet(mins, -16, -16, -20); VectorSet(maxs, 16, 16, 32); } origin[2] = -0.5 * ( mins[2] + maxs[2] ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); len = 0.5 * ( maxs[2] - mins[2] ); origin[0] = len / 0.268; VectorClear(angles); angles[YAW] = cg.autoAngles[YAW]; CG_Draw3DModel( 8, 8, 64, 64, handle, g2, cent->currentState.g2radius, 0, origin, angles ); cgSiegeEntityRender = 0; //reset for next frame } /*==================================== chatbox functionality -rww ====================================*/ #define CHATBOX_CUTOFF_LEN 550 #define CHATBOX_FONT_HEIGHT 20 //utility func, insert a string into a string at the specified //place (assuming this will not overflow the buffer) void CG_ChatBox_StrInsert(char *buffer, int place, char *str) { int insLen = strlen(str); int i = strlen(buffer); int k = 0; buffer[i+insLen+1] = 0; //terminate the string at its new length while (i >= place) { buffer[i+insLen] = buffer[i]; i--; } i++; while (k < insLen) { buffer[i] = str[k]; i++; k++; } } //add chatbox string void CG_ChatBox_AddString(char *chatStr) { chatBoxItem_t *chat = &cg.chatItems[cg.chatItemActive]; float chatLen; if (cg_chatBox.integer<=0) { //don't bother then. return; } memset(chat, 0, sizeof(chatBoxItem_t)); if (strlen(chatStr) > sizeof(chat->string)) { //too long, terminate at proper len. chatStr[sizeof(chat->string)-1] = 0; } strcpy(chat->string, chatStr); chat->time = cg.time + cg_chatBox.integer; chat->lines = 1; chatLen = CG_Text_Width(chat->string, 1.0f, FONT_SMALL); if (chatLen > CHATBOX_CUTOFF_LEN) { //we have to break it into segments... int i = 0; int lastLinePt = 0; char s[2]; chatLen = 0; while (chat->string[i]) { s[0] = chat->string[i]; s[1] = 0; chatLen += CG_Text_Width(s, 0.65f, FONT_SMALL); if (chatLen >= CHATBOX_CUTOFF_LEN) { int j = i; while (j > 0 && j > lastLinePt) { if (chat->string[j] == ' ') { break; } j--; } if (chat->string[j] == ' ') { i = j; } chat->lines++; CG_ChatBox_StrInsert(chat->string, i, "\n"); i++; chatLen = 0; lastLinePt = i+1; } i++; } } cg.chatItemActive++; if (cg.chatItemActive >= MAX_CHATBOX_ITEMS) { cg.chatItemActive = 0; } } //insert item into array (rearranging the array if necessary) void CG_ChatBox_ArrayInsert(chatBoxItem_t **array, int insPoint, int maxNum, chatBoxItem_t *item) { if (array[insPoint]) { //recursively call, to move everything up to the top if (insPoint+1 >= maxNum) { CG_Error("CG_ChatBox_ArrayInsert: Exceeded array size"); } CG_ChatBox_ArrayInsert(array, insPoint+1, maxNum, array[insPoint]); } //now that we have moved anything that would be in this slot up, insert what we want into the slot array[insPoint] = item; } //go through all the chat strings and draw them if they are not yet expired static CGAME_INLINE void CG_ChatBox_DrawStrings(void) { chatBoxItem_t *drawThese[MAX_CHATBOX_ITEMS]; int numToDraw = 0; int linesToDraw = 0; int i = 0; int x = 30; int y = cg.scoreBoardShowing ? 475 : cg_chatBoxHeight.integer; float fontScale = 0.65f; if (!cg_chatBox.integer) { return; } memset(drawThese, 0, sizeof(drawThese)); while (i < MAX_CHATBOX_ITEMS) { if (cg.chatItems[i].time >= cg.time) { int check = numToDraw; int insertionPoint = numToDraw; while (check >= 0) { if (drawThese[check] && cg.chatItems[i].time < drawThese[check]->time) { //insert here insertionPoint = check; } check--; } CG_ChatBox_ArrayInsert(drawThese, insertionPoint, MAX_CHATBOX_ITEMS, &cg.chatItems[i]); numToDraw++; linesToDraw += cg.chatItems[i].lines; } i++; } if (!numToDraw) { //nothing, then, just get out of here now. return; } //move initial point up so we draw bottom-up (visually) y -= (CHATBOX_FONT_HEIGHT*fontScale)*linesToDraw; //we have the items we want to draw, just quickly loop through them now i = 0; while (i < numToDraw) { CG_Text_Paint(x, y, fontScale, colorWhite, drawThese[i]->string, 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_SMALL ); y += ((CHATBOX_FONT_HEIGHT*fontScale)*drawThese[i]->lines); i++; } } static void CG_Draw2DScreenTints( void ) { float rageTime, rageRecTime, absorbTime, protectTime, ysalTime; vec4_t hcolor; if (cgs.clientinfo[cg.snap->ps.clientNum].team != TEAM_SPECTATOR) { if (cg.snap->ps.fd.forcePowersActive & (1 << FP_RAGE)) { if (!cgRageTime) { cgRageTime = cg.time; } rageTime = (float)(cg.time - cgRageTime); rageTime /= 9000; if (rageTime < 0) { rageTime = 0; } if (rageTime > 0.15) { rageTime = 0.15; } hcolor[3] = rageTime; hcolor[0] = 0.7; hcolor[1] = 0; hcolor[2] = 0; if (!cg.renderingThirdPerson) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } cgRageFadeTime = 0; cgRageFadeVal = 0; } else if (cgRageTime) { if (!cgRageFadeTime) { cgRageFadeTime = cg.time; cgRageFadeVal = 0.15; } rageTime = cgRageFadeVal; cgRageFadeVal -= (cg.time - cgRageFadeTime)*0.000005; if (rageTime < 0) { rageTime = 0; } if (rageTime > 0.15) { rageTime = 0.15; } if (cg.snap->ps.fd.forceRageRecoveryTime > cg.time) { float checkRageRecTime = rageTime; if (checkRageRecTime < 0.15) { checkRageRecTime = 0.15; } hcolor[3] = checkRageRecTime; hcolor[0] = rageTime*4; if (hcolor[0] < 0.2) { hcolor[0] = 0.2; } hcolor[1] = 0.2; hcolor[2] = 0.2; } else { hcolor[3] = rageTime; hcolor[0] = 0.7; hcolor[1] = 0; hcolor[2] = 0; } if (!cg.renderingThirdPerson && rageTime) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } else { if (cg.snap->ps.fd.forceRageRecoveryTime > cg.time) { hcolor[3] = 0.15; hcolor[0] = 0.2; hcolor[1] = 0.2; hcolor[2] = 0.2; CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } cgRageTime = 0; } } else if (cg.snap->ps.fd.forceRageRecoveryTime > cg.time) { if (!cgRageRecTime) { cgRageRecTime = cg.time; } rageRecTime = (float)(cg.time - cgRageRecTime); rageRecTime /= 9000; if (rageRecTime < 0.15)//0) { rageRecTime = 0.15;//0; } if (rageRecTime > 0.15) { rageRecTime = 0.15; } hcolor[3] = rageRecTime; hcolor[0] = 0.2; hcolor[1] = 0.2; hcolor[2] = 0.2; if (!cg.renderingThirdPerson) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } cgRageRecFadeTime = 0; cgRageRecFadeVal = 0; } else if (cgRageRecTime) { if (!cgRageRecFadeTime) { cgRageRecFadeTime = cg.time; cgRageRecFadeVal = 0.15; } rageRecTime = cgRageRecFadeVal; cgRageRecFadeVal -= (cg.time - cgRageRecFadeTime)*0.000005; if (rageRecTime < 0) { rageRecTime = 0; } if (rageRecTime > 0.15) { rageRecTime = 0.15; } hcolor[3] = rageRecTime; hcolor[0] = 0.2; hcolor[1] = 0.2; hcolor[2] = 0.2; if (!cg.renderingThirdPerson && rageRecTime) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } else { cgRageRecTime = 0; } } if (cg.snap->ps.fd.forcePowersActive & (1 << FP_ABSORB)) { if (!cgAbsorbTime) { cgAbsorbTime = cg.time; } absorbTime = (float)(cg.time - cgAbsorbTime); absorbTime /= 9000; if (absorbTime < 0) { absorbTime = 0; } if (absorbTime > 0.15) { absorbTime = 0.15; } hcolor[3] = absorbTime/2; hcolor[0] = 0; hcolor[1] = 0; hcolor[2] = 0.7; if (!cg.renderingThirdPerson) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } cgAbsorbFadeTime = 0; cgAbsorbFadeVal = 0; } else if (cgAbsorbTime) { if (!cgAbsorbFadeTime) { cgAbsorbFadeTime = cg.time; cgAbsorbFadeVal = 0.15; } absorbTime = cgAbsorbFadeVal; cgAbsorbFadeVal -= (cg.time - cgAbsorbFadeTime)*0.000005; if (absorbTime < 0) { absorbTime = 0; } if (absorbTime > 0.15) { absorbTime = 0.15; } hcolor[3] = absorbTime/2; hcolor[0] = 0; hcolor[1] = 0; hcolor[2] = 0.7; if (!cg.renderingThirdPerson && absorbTime) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } else { cgAbsorbTime = 0; } } if (cg.snap->ps.fd.forcePowersActive & (1 << FP_PROTECT)) { if (!cgProtectTime) { cgProtectTime = cg.time; } protectTime = (float)(cg.time - cgProtectTime); protectTime /= 9000; if (protectTime < 0) { protectTime = 0; } if (protectTime > 0.15) { protectTime = 0.15; } hcolor[3] = protectTime/2; hcolor[0] = 0; hcolor[1] = 0.7; hcolor[2] = 0; if (!cg.renderingThirdPerson) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } cgProtectFadeTime = 0; cgProtectFadeVal = 0; } else if (cgProtectTime) { if (!cgProtectFadeTime) { cgProtectFadeTime = cg.time; cgProtectFadeVal = 0.15; } protectTime = cgProtectFadeVal; cgProtectFadeVal -= (cg.time - cgProtectFadeTime)*0.000005; if (protectTime < 0) { protectTime = 0; } if (protectTime > 0.15) { protectTime = 0.15; } hcolor[3] = protectTime/2; hcolor[0] = 0; hcolor[1] = 0.7; hcolor[2] = 0; if (!cg.renderingThirdPerson && protectTime) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } else { cgProtectTime = 0; } } if (cg.snap->ps.rocketLockIndex != ENTITYNUM_NONE && (cg.time - cg.snap->ps.rocketLockTime) > 0) { CG_DrawRocketLocking( cg.snap->ps.rocketLockIndex, cg.snap->ps.rocketLockTime ); } if (BG_HasYsalamiri(cgs.gametype, &cg.snap->ps)) { if (!cgYsalTime) { cgYsalTime = cg.time; } ysalTime = (float)(cg.time - cgYsalTime); ysalTime /= 9000; if (ysalTime < 0) { ysalTime = 0; } if (ysalTime > 0.15) { ysalTime = 0.15; } hcolor[3] = ysalTime/2; hcolor[0] = 0.7; hcolor[1] = 0.7; hcolor[2] = 0; if (!cg.renderingThirdPerson) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } cgYsalFadeTime = 0; cgYsalFadeVal = 0; } else if (cgYsalTime) { if (!cgYsalFadeTime) { cgYsalFadeTime = cg.time; cgYsalFadeVal = 0.15; } ysalTime = cgYsalFadeVal; cgYsalFadeVal -= (cg.time - cgYsalFadeTime)*0.000005; if (ysalTime < 0) { ysalTime = 0; } if (ysalTime > 0.15) { ysalTime = 0.15; } hcolor[3] = ysalTime/2; hcolor[0] = 0.7; hcolor[1] = 0.7; hcolor[2] = 0; if (!cg.renderingThirdPerson && ysalTime) { CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); } else { cgYsalTime = 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_DrawRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 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_DrawRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor ); } else if ( (cg.refdef.viewContents&CONTENTS_WATER) ) {//tint screen light blue -- FIXME: don't do this if CONTENTS_FOG? (in case someone *does* make a water shader with fog in it?) 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] = 0.8; CG_DrawRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor ); } } static void CG_Draw2D( void ) { float inTime = cg.invenSelectTime+WEAPON_SELECT_TIME; float wpTime = cg.weaponSelectTime+WEAPON_SELECT_TIME; float fallTime; float bestTime; int drawSelect = 0; // if we are taking a levelshot for the menu, don't draw anything if ( cg.levelShot ) { return; } if (cgs.clientinfo[cg.snap->ps.clientNum].team == TEAM_SPECTATOR) { cgRageTime = 0; cgRageFadeTime = 0; cgRageFadeVal = 0; cgRageRecTime = 0; cgRageRecFadeTime = 0; cgRageRecFadeVal = 0; cgAbsorbTime = 0; cgAbsorbFadeTime = 0; cgAbsorbFadeVal = 0; cgProtectTime = 0; cgProtectFadeTime = 0; cgProtectFadeVal = 0; cgYsalTime = 0; cgYsalFadeTime = 0; cgYsalFadeVal = 0; } if ( cg_draw2D.integer == 0 ) { return; } if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { CG_DrawIntermission(); CG_ChatBox_DrawStrings(); return; } CG_Draw2DScreenTints(); if (cg.snap->ps.rocketLockIndex != ENTITYNUM_NONE && (cg.time - cg.snap->ps.rocketLockTime) > 0) { CG_DrawRocketLocking( cg.snap->ps.rocketLockIndex, cg.snap->ps.rocketLockTime ); } if (cg.snap->ps.holocronBits) { CG_DrawHolocronIcons(); } if (cg.snap->ps.fd.forcePowersActive || cg.snap->ps.fd.forceRageRecoveryTime > cg.time) { CG_DrawActivePowers(); } if (cg.snap->ps.jetpackFuel < 100) { //draw it as long as it isn't full CG_DrawJetpackFuel(); } if (cg.snap->ps.cloakFuel < 100) { //draw it as long as it isn't full CG_DrawCloakFuel(); } if (cg.predictedPlayerState.emplacedIndex > 0) { centity_t *eweb = &cg_entities[cg.predictedPlayerState.emplacedIndex]; if (eweb->currentState.weapon == WP_NONE) { //using an e-web, draw its health CG_DrawEWebHealth(); } } // Draw this before the text so that any text won't get clipped off CG_DrawZoomMask(); /* if (cg.cameraMode) { return; } */ if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { CG_DrawSpectator(); CG_DrawCrosshair(NULL, 0); CG_DrawCrosshairNames(); CG_SaberClashFlare(); } else { // don't draw any status if dead or the scoreboard is being explicitly shown if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) { if ( /*cg_drawStatus.integer*/0 ) { //Reenable if stats are drawn with menu system again Menu_PaintAll(); CG_DrawTimedMenus(); } //CG_DrawTemporaryStats(); CG_DrawAmmoWarning(); CG_DrawCrosshairNames(); if (cg_drawStatus.integer) { CG_DrawIconBackground(); } if (inTime > wpTime) { drawSelect = 1; bestTime = cg.invenSelectTime; } else //only draw the most recent since they're drawn in the same place { drawSelect = 2; bestTime = cg.weaponSelectTime; } if (cg.forceSelectTime > bestTime) { drawSelect = 3; } switch(drawSelect) { case 1: CG_DrawInvenSelect(); break; case 2: CG_DrawWeaponSelect(); break; case 3: CG_DrawForceSelect(); break; default: break; } if (cg_drawStatus.integer) { //Powerups now done with upperright stuff //CG_DrawPowerupIcons(); CG_DrawFlagStatus(); } CG_SaberClashFlare(); if (cg_drawStatus.integer) { CG_DrawStats(); } CG_DrawPickupItem(); //Do we want to use this system again at some point? //CG_DrawReward(); } } if (cg.snap->ps.fallingToDeath) { vec4_t hcolor; fallTime = (float)(cg.time - cg.snap->ps.fallingToDeath); fallTime /= (FALL_FADE_TIME/2); if (fallTime < 0) { fallTime = 0; } if (fallTime > 1) { fallTime = 1; } hcolor[3] = fallTime; hcolor[0] = 0; hcolor[1] = 0; hcolor[2] = 0; CG_DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH*SCREEN_HEIGHT, hcolor); if (!gCGHasFallVector) { VectorCopy(cg.snap->ps.origin, gCGFallVector); gCGHasFallVector = qtrue; } } else { if (gCGHasFallVector) { gCGHasFallVector = qfalse; VectorClear(gCGFallVector); } } CG_DrawVote(); CG_DrawTeamVote(); CG_DrawLagometer(); if (!cg_paused.integer) { CG_DrawBracketedEntities(); CG_DrawUpperRight(); } if ( !CG_DrawFollow() ) { CG_DrawWarmup(); } if (cgSiegeRoundState) { char pStr[1024]; int rTime = 0; //cgSiegeRoundBeganTime = 0; switch (cgSiegeRoundState) { case 1: CG_CenterPrint(CG_GetStringEdString("MP_INGAME", "WAITING_FOR_PLAYERS"), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH); break; case 2: rTime = (SIEGE_ROUND_BEGIN_TIME - (cg.time - cgSiegeRoundTime)); if (rTime < 0) { rTime = 0; } if (rTime > SIEGE_ROUND_BEGIN_TIME) { rTime = SIEGE_ROUND_BEGIN_TIME; } rTime /= 1000; rTime += 1; if (rTime < 1) { rTime = 1; } if (rTime <= 3 && rTime != cgSiegeRoundCountTime) { cgSiegeRoundCountTime = rTime; switch (rTime) { case 1: trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER ); break; case 2: trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER ); break; case 3: trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER ); break; default: break; } } strcpy(pStr, va("%s %i...", CG_GetStringEdString("MP_INGAME", "ROUNDBEGINSIN"), rTime)); CG_CenterPrint(pStr, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH); //same break; default: break; } cgSiegeEntityRender = 0; } else if (cgSiegeRoundTime) { CG_CenterPrint("", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH); cgSiegeRoundTime = 0; //cgSiegeRoundBeganTime = cg.time; cgSiegeEntityRender = 0; } else if (cgSiegeRoundBeganTime) { //Draw how much time is left in the round based on local info. int timedTeam = TEAM_FREE; int timedValue = 0; if (cgSiegeEntityRender) { //render the objective item model since this client has it CG_DrawSiegeHUDItem(); } if (team1Timed) { timedTeam = TEAM_RED; //team 1 if (cg_beatingSiegeTime) { timedValue = cg_beatingSiegeTime; } else { timedValue = team1Timed; } } else if (team2Timed) { timedTeam = TEAM_BLUE; //team 2 if (cg_beatingSiegeTime) { timedValue = cg_beatingSiegeTime; } else { timedValue = team2Timed; } } if (timedTeam != TEAM_FREE) { //one of the teams has a timer int timeRemaining; qboolean isMyTeam = qfalse; if (cgs.siegeTeamSwitch && !cg_beatingSiegeTime) { //in switchy mode but not beating a time, so count up. timeRemaining = (cg.time-cgSiegeRoundBeganTime); if (timeRemaining < 0) { timeRemaining = 0; } } else { timeRemaining = (((cgSiegeRoundBeganTime)+timedValue) - cg.time); } if (timeRemaining > timedValue) { timeRemaining = timedValue; } else if (timeRemaining < 0) { timeRemaining = 0; } if (timeRemaining) { timeRemaining /= 1000; } if (cg.predictedPlayerState.persistant[PERS_TEAM] == timedTeam) { //the team that's timed is the one this client is on isMyTeam = qtrue; } CG_DrawSiegeTimer(timeRemaining, isMyTeam); } } else { cgSiegeEntityRender = 0; } if ( cg_siegeDeathTime ) { int timeRemaining = ( cg_siegeDeathTime - cg.time ); if ( timeRemaining < 0 ) { timeRemaining = 0; cg_siegeDeathTime = 0; } if ( timeRemaining ) { timeRemaining /= 1000; } CG_DrawSiegeDeathTimer( timeRemaining ); } // don't draw center string if scoreboard is up cg.scoreBoardShowing = CG_DrawScoreboard(); if ( !cg.scoreBoardShowing) { CG_DrawCenterString(); } // always draw chat CG_ChatBox_DrawStrings(); } static void CG_DrawTourneyScoreboard() { } /* ===================== 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; } // optionally draw the tournement scoreboard instead if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR && ( cg.snap->ps.pm_flags & PMF_SCOREBOARD ) ) { CG_DrawTourneyScoreboard(); return; } 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 ); } cg.refdef.rdflags |= RDF_DRAWSKYBOX; // draw 3D view trap_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(); }