#include "cg_local.h" #include "../ui/ui_shared.h" extern displayContextDef_t cgDC; int CG_GetSelectedPlayer() { if (cg_currentSelectedPlayer.integer < 0 || cg_currentSelectedPlayer.integer >= numSortedTeamPlayers) { cg_currentSelectedPlayer.integer = 0; } return cg_currentSelectedPlayer.integer; } qhandle_t CG_StatusHandle(int task) { qhandle_t h = cgs.media.assaultShader; switch (task) { case TEAMTASK_OFFENSE : h = cgs.media.assaultShader; break; case TEAMTASK_DEFENSE : h = cgs.media.defendShader; break; case TEAMTASK_PATROL : h = cgs.media.patrolShader; break; case TEAMTASK_FOLLOW : h = cgs.media.followShader; break; case TEAMTASK_CAMP : h = cgs.media.campShader; break; case TEAMTASK_RETRIEVE : h = cgs.media.retrieveShader; break; case TEAMTASK_ESCORT : h = cgs.media.escortShader; break; default : h = cgs.media.assaultShader; break; } return h; } float CG_GetValue(int ownerDraw) { centity_t *cent; clientInfo_t *ci; playerState_t *ps; cent = &cg_entities[cg.snap->ps.clientNum]; ps = &cg.snap->ps; switch (ownerDraw) { case CG_SELECTEDPLAYER_ARMOR: ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; return ci->armor; break; case CG_SELECTEDPLAYER_HEALTH: ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; return ci->health; break; case CG_PLAYER_ARMOR_VALUE: return ps->stats[STAT_ARMOR]; break; case CG_PLAYER_AMMO_VALUE: if ( cent->currentState.weapon ) { return ps->ammo[weaponData[cent->currentState.weapon].ammoIndex]; } break; case CG_PLAYER_SCORE: return cg.snap->ps.persistant[PERS_SCORE]; break; case CG_PLAYER_HEALTH: return ps->stats[STAT_HEALTH]; break; case CG_RED_SCORE: return cgs.scores1; break; case CG_BLUE_SCORE: return cgs.scores2; break; case CG_PLAYER_FORCE_VALUE: return ps->fd.forcePower; break; default: break; } return -1; } qboolean CG_OtherTeamHasFlag(void) { if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTY) { int team = cg.snap->ps.persistant[PERS_TEAM]; if (team == TEAM_RED && cgs.redflag == FLAG_TAKEN) { return qtrue; } else if (team == TEAM_BLUE && cgs.blueflag == FLAG_TAKEN) { return qtrue; } else { return qfalse; } } return qfalse; } qboolean CG_YourTeamHasFlag(void) { if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTY) { int team = cg.snap->ps.persistant[PERS_TEAM]; if (team == TEAM_RED && cgs.blueflag == FLAG_TAKEN) { return qtrue; } else if (team == TEAM_BLUE && cgs.redflag == FLAG_TAKEN) { return qtrue; } else { return qfalse; } } return qfalse; } // THINKABOUTME: should these be exclusive or inclusive.. // qboolean CG_OwnerDrawVisible(int flags) { if (flags & CG_SHOW_TEAMINFO) { return (cg_currentSelectedPlayer.integer == numSortedTeamPlayers); } if (flags & CG_SHOW_NOTEAMINFO) { return !(cg_currentSelectedPlayer.integer == numSortedTeamPlayers); } if (flags & CG_SHOW_OTHERTEAMHASFLAG) { return CG_OtherTeamHasFlag(); } if (flags & CG_SHOW_YOURTEAMHASENEMYFLAG) { return CG_YourTeamHasFlag(); } if (flags & (CG_SHOW_BLUE_TEAM_HAS_REDFLAG | CG_SHOW_RED_TEAM_HAS_BLUEFLAG)) { if (flags & CG_SHOW_BLUE_TEAM_HAS_REDFLAG && (cgs.redflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_RED)) { return qtrue; } else if (flags & CG_SHOW_RED_TEAM_HAS_BLUEFLAG && (cgs.blueflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_BLUE)) { return qtrue; } return qfalse; } if (flags & CG_SHOW_ANYTEAMGAME) { if( cgs.gametype >= GT_TEAM) { return qtrue; } } if (flags & CG_SHOW_ANYNONTEAMGAME) { if( cgs.gametype < GT_TEAM) { return qtrue; } } if (flags & CG_SHOW_CTF) { if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) { return qtrue; } } if (flags & CG_SHOW_HEALTHCRITICAL) { if (cg.snap->ps.stats[STAT_HEALTH] < 25) { return qtrue; } } if (flags & CG_SHOW_HEALTHOK) { if (cg.snap->ps.stats[STAT_HEALTH] >= 25) { return qtrue; } } if (flags & CG_SHOW_SINGLEPLAYER) { if( cgs.gametype == GT_SINGLE_PLAYER ) { return qtrue; } } if (flags & CG_SHOW_TOURNAMENT) { if( cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL ) { return qtrue; } } if (flags & CG_SHOW_DURINGINCOMINGVOICE) { } if (flags & CG_SHOW_IF_PLAYER_HAS_FLAG) { if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { return qtrue; } } return qfalse; } const char *CG_GetKillerText(void) { static const char *s = ""; if ( cg.killerName[0] ) { s = va("%s %s", CG_GetStringEdString("MP_INGAME", "KILLEDBY"), cg.killerName ); } return s; } const char *CG_GetGameStatusText(void) { static const char *s = ""; if (cgs.gametype == GT_POWERDUEL) { s = ""; } else if ( cgs.gametype < GT_TEAM) { if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR ) { char sPlaceWith[256]; trap_SP_GetStringTextString("MP_INGAME_PLACE_WITH", sPlaceWith, sizeof(sPlaceWith)); s = va("%s %s %i",CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), sPlaceWith, cg.snap->ps.persistant[PERS_SCORE] ); } } else { if ( cg.teamScores[0] == cg.teamScores[1] ) { s = va("%s %i", CG_GetStringEdString("MP_INGAME", "TIEDAT"), cg.teamScores[0] ); } else if ( cg.teamScores[0] >= cg.teamScores[1] ) { s = va("%s, %i / %i", CG_GetStringEdString("MP_INGAME", "RED_LEADS"), cg.teamScores[0], cg.teamScores[1] ); } else { s = va("%s, %i / %i", CG_GetStringEdString("MP_INGAME", "BLUE_LEADS"), cg.teamScores[1], cg.teamScores[0] ); } } return s; } const char *CG_GameTypeString(void) { if ( cgs.gametype == GT_FFA ) { return "Free For All"; } else if ( cgs.gametype == GT_HOLOCRON ) { return "Holocron FFA"; } else if ( cgs.gametype == GT_JEDIMASTER ) { return "Jedi Master"; } else if ( cgs.gametype == GT_TEAM ) { return "Team FFA"; } else if ( cgs.gametype == GT_SIEGE ) { return "Siege"; } else if ( cgs.gametype == GT_CTF ) { return "Capture the Flag"; } else if ( cgs.gametype == GT_CTY ) { return "Capture the Ysalamiri"; } return ""; } #include "../namespace_begin.h" extern int MenuFontToHandle(int iMenuFont); #include "../namespace_end.h" // maxX param is initially an X limit, but is also used as feedback. 0 = text was clipped to fit within, else maxX = next pos // static void CG_Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4_t color, const char* text, float adjust, int limit, int iMenuFont) { qboolean bIsTrailingPunctuation; // this is kinda dirty, but... // int iFontIndex = MenuFontToHandle(iMenuFont); //float fMax = *maxX; int iPixelLen = trap_R_Font_StrLenPixels(text, iFontIndex, scale); if (x + iPixelLen > *maxX) { // whole text won't fit, so we need to print just the amount that does... // Ok, this is slow and tacky, but only called occasionally, and it works... // char sTemp[4096]={0}; // lazy assumption const char *psText = text; char *psOut = &sTemp[0]; char *psOutLastGood = psOut; unsigned int uiLetter; while (*psText && (x + trap_R_Font_StrLenPixels(sTemp, iFontIndex, scale)<=*maxX) && psOut < &sTemp[sizeof(sTemp)-1] // sanity ) { int iAdvanceCount; psOutLastGood = psOut; uiLetter = trap_AnyLanguage_ReadCharFromString(psText, &iAdvanceCount, &bIsTrailingPunctuation); psText += iAdvanceCount; if (uiLetter > 255) { *psOut++ = uiLetter>>8; *psOut++ = uiLetter&0xFF; } else { *psOut++ = uiLetter&0xFF; } } *psOutLastGood = '\0'; *maxX = 0; // feedback CG_Text_Paint(x, y, scale, color, sTemp, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont); } else { // whole text fits fine, so print it all... // *maxX = x + iPixelLen; // feedback the next position, as the caller expects CG_Text_Paint(x, y, scale, color, text, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont); } } #define PIC_WIDTH 12 extern const char *CG_GetLocationString(const char *loc); //cg_main.c void CG_DrawNewTeamInfo(rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, qhandle_t shader) { int xx; float y; int i, j, len, count; const char *p; vec4_t hcolor; float pwidth, lwidth, maxx, leftOver; clientInfo_t *ci; gitem_t *item; qhandle_t h; // 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]) { len = CG_Text_Width( ci->name, scale, 0); if (len > pwidth) pwidth = len; } } // 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_Text_Width(p, scale, 0); if (len > lwidth) lwidth = len; } } y = rect->y; for (i = 0; i < count; i++) { ci = cgs.clientinfo + sortedTeamPlayers[i]; if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { xx = rect->x + 1; for (j = 0; j <= PW_NUM_POWERUPS; j++) { if (ci->powerups & (1 << j)) { item = BG_FindItemForPowerup( j ); if (item) { CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, trap_R_RegisterShader( item->icon ) ); xx += PIC_WIDTH; } } } // FIXME: max of 3 powerups shown properly xx = rect->x + (PIC_WIDTH * 3) + 2; CG_GetColorForHealth( ci->health, ci->armor, hcolor ); trap_R_SetColor(hcolor); CG_DrawPic( xx, y + 1, PIC_WIDTH - 2, PIC_WIDTH - 2, cgs.media.heartShader ); //Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor); //CG_Text_Paint(xx, y + text_y, scale, hcolor, st, 0, 0); // draw weapon icon xx += PIC_WIDTH + 1; // weapon used is not that useful, use the space for task #if 0 if ( cg_weapons[ci->curWeapon].weaponIcon ) { CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); } else { CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cgs.media.deferShader ); } #endif trap_R_SetColor(NULL); h = CG_StatusHandle(ci->teamTask); if (h) { CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, h); } xx += PIC_WIDTH + 1; leftOver = rect->w - xx; maxx = xx + leftOver / 3; CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, ci->name, 0, 0, FONT_MEDIUM); p = CG_GetLocationString(CG_ConfigString(CS_LOCATIONS+ci->location)); if (!p || !*p) { p = "unknown"; } xx += leftOver / 3 + 2; maxx = rect->w - 4; CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, p, 0, 0, FONT_MEDIUM); y += text_y + 2; if ( y + text_y + 2 > rect->y + rect->h ) { break; } } } } void CG_DrawTeamSpectators(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { if (cg.spectatorLen) { float maxX; if (cg.spectatorWidth == -1) { cg.spectatorWidth = 0; cg.spectatorPaintX = rect->x + 1; cg.spectatorPaintX2 = -1; } if (cg.spectatorOffset > cg.spectatorLen) { cg.spectatorOffset = 0; cg.spectatorPaintX = rect->x + 1; cg.spectatorPaintX2 = -1; } if (cg.time > cg.spectatorTime) { cg.spectatorTime = cg.time + 10; if (cg.spectatorPaintX <= rect->x + 2) { if (cg.spectatorOffset < cg.spectatorLen) { cg.spectatorPaintX += CG_Text_Width(&cg.spectatorList[cg.spectatorOffset], scale, 1) - 1; cg.spectatorOffset++; } else { cg.spectatorOffset = 0; if (cg.spectatorPaintX2 >= 0) { cg.spectatorPaintX = cg.spectatorPaintX2; } else { cg.spectatorPaintX = rect->x + rect->w - 2; } cg.spectatorPaintX2 = -1; } } else { cg.spectatorPaintX--; if (cg.spectatorPaintX2 >= 0) { cg.spectatorPaintX2--; } } } maxX = rect->x + rect->w - 2; CG_Text_Paint_Limit(&maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color, &cg.spectatorList[cg.spectatorOffset], 0, 0, FONT_MEDIUM); if (cg.spectatorPaintX2 >= 0) { float maxX2 = rect->x + rect->w - 2; CG_Text_Paint_Limit(&maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale, color, cg.spectatorList, 0, cg.spectatorOffset, FONT_MEDIUM); } if (cg.spectatorOffset && maxX > 0) { // if we have an offset ( we are skipping the first part of the string ) and we fit the string if (cg.spectatorPaintX2 == -1) { cg.spectatorPaintX2 = rect->x + rect->w - 2; } } else { cg.spectatorPaintX2 = -1; } } } void CG_DrawMedal(int ownerDraw, rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { score_t *score = &cg.scores[cg.selectedScore]; float value = 0; char *text = NULL; color[3] = 0.25; switch (ownerDraw) { case CG_ACCURACY: value = score->accuracy; break; case CG_ASSISTS: value = score->assistCount; break; case CG_DEFEND: value = score->defendCount; break; case CG_EXCELLENT: value = score->excellentCount; break; case CG_IMPRESSIVE: value = score->impressiveCount; break; case CG_PERFECT: value = score->perfect; break; case CG_GAUNTLET: value = score->guantletCount; break; case CG_CAPTURES: value = score->captures; break; } if (value > 0) { if (ownerDraw != CG_PERFECT) { if (ownerDraw == CG_ACCURACY) { text = va("%i%%", (int)value); if (value > 50) { color[3] = 1.0; } } else { text = va("%i", (int)value); color[3] = 1.0; } } else { if (value) { color[3] = 1.0; } text = "Wow"; } } trap_R_SetColor(color); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); if (text) { color[3] = 1.0; value = CG_Text_Width(text, scale, 0); CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h + 10 , scale, color, text, 0, 0, 0, FONT_MEDIUM); } trap_R_SetColor(NULL); } // void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle,int font) { //Ignore all this, at least for now. May put some stat stuff back in menu files later. #if 0 rectDef_t rect; if ( cg_drawStatus.integer == 0 ) { return; } //if (ownerDrawFlags != 0 && !CG_OwnerDrawVisible(ownerDrawFlags)) { // return; //} rect.x = x; rect.y = y; rect.w = w; rect.h = h; switch (ownerDraw) { case CG_PLAYER_ARMOR_ICON: CG_DrawPlayerArmorIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY); break; case CG_PLAYER_ARMOR_ICON2D: CG_DrawPlayerArmorIcon(&rect, qtrue); break; case CG_PLAYER_ARMOR_VALUE: CG_DrawPlayerArmorValue(&rect, scale, color, shader, textStyle); break; case CG_PLAYER_FORCE_VALUE: CG_DrawPlayerForceValue(&rect, scale, color, shader, textStyle); return ; case CG_PLAYER_AMMO_ICON: CG_DrawPlayerAmmoIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY); break; case CG_PLAYER_AMMO_ICON2D: CG_DrawPlayerAmmoIcon(&rect, qtrue); break; case CG_PLAYER_AMMO_VALUE: CG_DrawPlayerAmmoValue(&rect, scale, color, shader, textStyle); break; case CG_SELECTEDPLAYER_HEAD: CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qfalse); break; case CG_VOICE_HEAD: CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qtrue); break; case CG_VOICE_NAME: CG_DrawSelectedPlayerName(&rect, scale, color, qtrue, textStyle); break; case CG_SELECTEDPLAYER_STATUS: CG_DrawSelectedPlayerStatus(&rect); break; case CG_SELECTEDPLAYER_ARMOR: CG_DrawSelectedPlayerArmor(&rect, scale, color, shader, textStyle); break; case CG_SELECTEDPLAYER_HEALTH: CG_DrawSelectedPlayerHealth(&rect, scale, color, shader, textStyle); break; case CG_SELECTEDPLAYER_NAME: CG_DrawSelectedPlayerName(&rect, scale, color, qfalse, textStyle); break; case CG_SELECTEDPLAYER_LOCATION: CG_DrawSelectedPlayerLocation(&rect, scale, color, textStyle); break; case CG_SELECTEDPLAYER_WEAPON: CG_DrawSelectedPlayerWeapon(&rect); break; case CG_SELECTEDPLAYER_POWERUP: CG_DrawSelectedPlayerPowerup(&rect, ownerDrawFlags & CG_SHOW_2DONLY); break; case CG_PLAYER_HEAD: CG_DrawPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY); break; case CG_PLAYER_ITEM: CG_DrawPlayerItem(&rect, scale, ownerDrawFlags & CG_SHOW_2DONLY); break; case CG_PLAYER_SCORE: CG_DrawPlayerScore(&rect, scale, color, shader, textStyle); break; case CG_PLAYER_HEALTH: CG_DrawPlayerHealth(&rect, scale, color, shader, textStyle); break; case CG_RED_SCORE: CG_DrawRedScore(&rect, scale, color, shader, textStyle); break; case CG_BLUE_SCORE: CG_DrawBlueScore(&rect, scale, color, shader, textStyle); break; case CG_RED_NAME: CG_DrawRedName(&rect, scale, color, textStyle); break; case CG_BLUE_NAME: CG_DrawBlueName(&rect, scale, color, textStyle); break; case CG_BLUE_FLAGHEAD: CG_DrawBlueFlagHead(&rect); break; case CG_BLUE_FLAGSTATUS: CG_DrawBlueFlagStatus(&rect, shader); break; case CG_BLUE_FLAGNAME: CG_DrawBlueFlagName(&rect, scale, color, textStyle); break; case CG_RED_FLAGHEAD: CG_DrawRedFlagHead(&rect); break; case CG_RED_FLAGSTATUS: CG_DrawRedFlagStatus(&rect, shader); break; case CG_RED_FLAGNAME: CG_DrawRedFlagName(&rect, scale, color, textStyle); break; case CG_PLAYER_LOCATION: CG_DrawPlayerLocation(&rect, scale, color, textStyle); break; case CG_TEAM_COLOR: CG_DrawTeamColor(&rect, color); break; case CG_CTF_POWERUP: CG_DrawCTFPowerUp(&rect); break; case CG_AREA_POWERUP: CG_DrawAreaPowerUp(&rect, align, special, scale, color); break; case CG_PLAYER_STATUS: CG_DrawPlayerStatus(&rect); break; case CG_PLAYER_HASFLAG: CG_DrawPlayerHasFlag(&rect, qfalse); break; case CG_PLAYER_HASFLAG2D: CG_DrawPlayerHasFlag(&rect, qtrue); break; case CG_AREA_SYSTEMCHAT: CG_DrawAreaSystemChat(&rect, scale, color, shader); break; case CG_AREA_TEAMCHAT: CG_DrawAreaTeamChat(&rect, scale, color, shader); break; case CG_AREA_CHAT: CG_DrawAreaChat(&rect, scale, color, shader); break; case CG_GAME_TYPE: CG_DrawGameType(&rect, scale, color, shader, textStyle); break; case CG_GAME_STATUS: CG_DrawGameStatus(&rect, scale, color, shader, textStyle); break; case CG_KILLER: CG_DrawKiller(&rect, scale, color, shader, textStyle); break; case CG_ACCURACY: case CG_ASSISTS: case CG_DEFEND: case CG_EXCELLENT: case CG_IMPRESSIVE: case CG_PERFECT: case CG_GAUNTLET: case CG_CAPTURES: CG_DrawMedal(ownerDraw, &rect, scale, color, shader); break; case CG_SPECTATORS: CG_DrawTeamSpectators(&rect, scale, color, shader); break; case CG_TEAMINFO: if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) { CG_DrawNewTeamInfo(&rect, text_x, text_y, scale, color, shader); } break; case CG_CAPFRAGLIMIT: CG_DrawCapFragLimit(&rect, scale, color, shader, textStyle); break; case CG_1STPLACE: CG_Draw1stPlace(&rect, scale, color, shader, textStyle); break; case CG_2NDPLACE: CG_Draw2ndPlace(&rect, scale, color, shader, textStyle); break; default: break; } #endif } void CG_MouseEvent(int x, int y) { int n; if ( (cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_JETPACK || cg.predictedPlayerState.pm_type == PM_FLOAT || cg.predictedPlayerState.pm_type == PM_SPECTATOR) && cg.showScores == qfalse) { trap_Key_SetCatcher(0); return; } cgs.cursorX+= x; if (cgs.cursorX < 0) cgs.cursorX = 0; else if (cgs.cursorX > 640) cgs.cursorX = 640; cgs.cursorY += y; if (cgs.cursorY < 0) cgs.cursorY = 0; else if (cgs.cursorY > 480) cgs.cursorY = 480; n = Display_CursorType(cgs.cursorX, cgs.cursorY); cgs.activeCursor = 0; if (n == CURSOR_ARROW) { cgs.activeCursor = cgs.media.selectCursor; } else if (n == CURSOR_SIZER) { cgs.activeCursor = cgs.media.sizeCursor; } if (cgs.capturedItem) { Display_MouseMove(cgs.capturedItem, x, y); } else { Display_MouseMove(NULL, cgs.cursorX, cgs.cursorY); } } /* ================== CG_HideTeamMenus ================== */ void CG_HideTeamMenu() { Menus_CloseByName("teamMenu"); Menus_CloseByName("getMenu"); } /* ================== CG_ShowTeamMenus ================== */ void CG_ShowTeamMenu() { Menus_OpenByName("teamMenu"); } /* ================== CG_EventHandling ================== type 0 - no event handling 1 - team menu 2 - hud editor */ void CG_EventHandling(int type) { cgs.eventHandling = type; if (type == CGAME_EVENT_NONE) { CG_HideTeamMenu(); } else if (type == CGAME_EVENT_TEAMMENU) { //CG_ShowTeamMenu(); } else if (type == CGAME_EVENT_SCOREBOARD) { } } void CG_KeyEvent(int key, qboolean down) { if (!down) { return; } if ( cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_JETPACK || cg.predictedPlayerState.pm_type == PM_NORMAL || (cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse)) { CG_EventHandling(CGAME_EVENT_NONE); trap_Key_SetCatcher(0); return; } //if (key == trap_Key_GetKey("teamMenu") || !Display_CaptureItem(cgs.cursorX, cgs.cursorY)) { // if we see this then we should always be visible // CG_EventHandling(CGAME_EVENT_NONE); // trap_Key_SetCatcher(0); //} Display_HandleKey(key, down, cgs.cursorX, cgs.cursorY); if (cgs.capturedItem) { cgs.capturedItem = NULL; } else { if (key == A_MOUSE2 && down) { cgs.capturedItem = Display_CaptureItem(cgs.cursorX, cgs.cursorY); } } } int CG_ClientNumFromName(const char *p) { int i; for (i = 0; i < cgs.maxclients; i++) { if (cgs.clientinfo[i].infoValid && Q_stricmp(cgs.clientinfo[i].name, p) == 0) { return i; } } return -1; } void CG_ShowResponseHead(void) { Menus_OpenByName("voiceMenu"); trap_Cvar_Set("cl_conXOffset", "72"); cg.voiceTime = cg.time; } void CG_RunMenuScript(char **args) { } qboolean CG_DeferMenuScript (char **args) { return qfalse; } void CG_GetTeamColor(vec4_t *color) { if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) { (*color)[0] = 1.0f; (*color)[3] = 0.25f; (*color)[1] = (*color)[2] = 0.0f; } else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) { (*color)[0] = (*color)[1] = 0.0f; (*color)[2] = 1.0f; (*color)[3] = 0.25f; } else { (*color)[0] = (*color)[2] = 0.0f; (*color)[1] = 0.17f; (*color)[3] = 0.25f; } }