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