mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 12:22:23 +00:00
905 lines
No EOL
22 KiB
C++
905 lines
No EOL
22 KiB
C++
// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#include "../game/objectives.h"
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// For printing objectives
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static const short objectiveStartingYpos = 75; // Y starting position for objective text
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static const short objectiveStartingXpos = 60; // X starting position for objective text
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static const int objectiveTextBoxWidth = 500; // Width (in pixels) of text box
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static const int objectiveTextBoxHeight = 300; // Height (in pixels) of text box
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const char *showLoadPowersName[] =
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{
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"SP_INGAME_HEAL2",
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"SP_INGAME_JUMP2",
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"SP_INGAME_SPEED2",
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"SP_INGAME_PUSH2",
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"SP_INGAME_PULL2",
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"SP_INGAME_MINDTRICK2",
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"SP_INGAME_GRIP2",
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"SP_INGAME_LIGHTNING2",
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"SP_INGAME_SABER_THROW2",
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"SP_INGAME_SABER_OFFENSE2",
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"SP_INGAME_SABER_DEFENSE2",
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NULL,
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};
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#define MAX_OBJ_GRAPHICS 4
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#define OBJ_GRAPHIC_SIZE 240
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int obj_graphics[MAX_OBJ_GRAPHICS];
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qboolean CG_ForcePower_Valid(int forceKnownBits, int index);
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/*
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====================
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ObjectivePrint_Line
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Print a single mission objective
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====================
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*/
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static void ObjectivePrint_Line(const int color, const int objectIndex, int &missionYcnt)
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{
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char *str,*strBegin;
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int y,pixelLen,charLen,i;
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const int maxHoldText = 1024;
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char holdText[maxHoldText];
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char finalText[2048];
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qhandle_t graphic;
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int iYPixelsPerLine = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);
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if( gi.Cvar_VariableIntegerValue("com_demo") )
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{
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cgi_SP_GetStringTextString( va("OBJECTIVES_DEMO_%s",objectiveTable[objectIndex].name) , finalText, sizeof(finalText) );
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}
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else
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{
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cgi_SP_GetStringTextString( va("OBJECTIVES_%s",objectiveTable[objectIndex].name) , finalText, sizeof(finalText) );
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}
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// A hack to be able to count prisoners
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if (objectIndex==T2_RANCOR_OBJ5)
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{
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char value[64];
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int currTotal, minTotal;
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gi.Cvar_VariableStringBuffer("ui_prisonerobj_currtotal",value,sizeof(value));
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currTotal = atoi(value);
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gi.Cvar_VariableStringBuffer("ui_prisonerobj_maxtotal",value,sizeof(value));
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minTotal = atoi(value);
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sprintf(finalText,va(finalText,currTotal,minTotal));
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}
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pixelLen = cgi_R_Font_StrLenPixels(finalText, cgs.media.qhFontMedium, 1.0f);
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str = finalText;
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if (cgi_Language_IsAsian())
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{
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// this is execrable, and should NOT have had to've been done now, but...
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//
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extern const char *CG_DisplayBoxedText( int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
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const char *psText, int iFontHandle, float fScale,
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const vec4_t v4Color);
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extern int giLinesOutput;
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extern float gfAdvanceHack;
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gfAdvanceHack = 1.0f; // override internal vertical advance
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y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
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// Advance line if a graphic has printed
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for (i=0;i<MAX_OBJ_GRAPHICS;i++)
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{
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if (obj_graphics[i])
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{
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y += OBJ_GRAPHIC_SIZE + 4;
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}
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}
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CG_DisplayBoxedText(
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objectiveStartingXpos,
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y,
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objectiveTextBoxWidth,
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objectiveTextBoxHeight,
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finalText, // int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight, const char *psText
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cgs.media.qhFontMedium, // int iFontHandle,
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1.0f, // float fScale,
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colorTable[color] // const vec4_t v4Color
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);
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gfAdvanceHack = 0.0f; // restore
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missionYcnt += giLinesOutput;
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}
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else
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{
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// western...
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//
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if (pixelLen < objectiveTextBoxWidth) // One shot - small enough to print entirely on one line
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{
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y =objectiveStartingYpos + (iYPixelsPerLine * (missionYcnt));
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cgi_R_Font_DrawString (
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objectiveStartingXpos,
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y,
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str,
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colorTable[color],
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cgs.media.qhFontMedium,
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-1,
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1.0f);
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++missionYcnt;
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}
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// Text is too long, break into lines.
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else
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{
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char holdText2[2];
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pixelLen = 0;
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charLen = 0;
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holdText2[1] = NULL;
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strBegin = str;
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while( *str )
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{
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holdText2[0] = *str;
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pixelLen += cgi_R_Font_StrLenPixels(holdText2, cgs.media.qhFontMedium, 1.0f);
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pixelLen += 2; // For kerning
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++charLen;
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if (pixelLen > objectiveTextBoxWidth )
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{ //Reached max length of this line
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//step back until we find a space
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while ((charLen>10) && (*str != ' ' ))
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{
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--str;
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--charLen;
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}
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if (*str==' ')
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{
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++str; // To get past space
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}
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assert( charLen<maxHoldText ); // Too big?
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Q_strncpyz( holdText, strBegin, charLen);
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holdText[charLen] = NULL;
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strBegin = str;
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pixelLen = 0;
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charLen = 1;
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y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
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CG_DrawProportionalString(
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objectiveStartingXpos,
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y,
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holdText,
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CG_SMALLFONT,
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colorTable[color] );
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++missionYcnt;
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}
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else if (*(str+1) == NULL)
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{
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++charLen;
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assert( charLen<maxHoldText ); // Too big?
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y = objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
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Q_strncpyz( holdText, strBegin, charLen);
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CG_DrawProportionalString(
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objectiveStartingXpos,
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y, holdText,
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CG_SMALLFONT,
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colorTable[color] );
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++missionYcnt;
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break;
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}
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++str;
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}
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}
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}
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if (objectIndex == T3_BOUNTY_OBJ1)
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{
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y =objectiveStartingYpos + (iYPixelsPerLine * missionYcnt);
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if (obj_graphics[1])
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{
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y += OBJ_GRAPHIC_SIZE + 4;
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}
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if (obj_graphics[2])
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{
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y += OBJ_GRAPHIC_SIZE + 4;
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}
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graphic = cgi_R_RegisterShaderNoMip("textures/system/viewscreen1");
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CG_DrawPic( 355, 50, OBJ_GRAPHIC_SIZE, OBJ_GRAPHIC_SIZE, graphic );
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obj_graphics[3] = qtrue;
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}
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}
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/*
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====================
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CG_DrawDataPadObjectives
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Draw routine for the objective info screen of the data pad.
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====================
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*/
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void CG_DrawDataPadObjectives(const centity_t *cent )
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{
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int i,totalY;
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int iYPixelsPerLine = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);
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const short titleXPos = objectiveStartingXpos - 22; // X starting position for title text
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const short titleYPos = objectiveStartingYpos - 23; // Y starting position for title text
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const short graphic_size = 16; // Size (width and height) of graphic used to show status of objective
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const short graphicXpos = objectiveStartingXpos - graphic_size - 8; // Amount of X to backup from text starting position
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const short graphicYOffset = (iYPixelsPerLine - graphic_size)/2; // Amount of Y to raise graphic so it's in the center of the text line
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missionInfo_Updated = qfalse; // This will stop the text from flashing
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cg.missionInfoFlashTime = 0;
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// zero out objective graphics
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for (i=0;i<MAX_OBJ_GRAPHICS;i++)
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{
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obj_graphics[i] = qfalse;
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}
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// Title Text at the top
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char text[1024]={0};
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cgi_SP_GetStringTextString( "SP_INGAME_OBJECTIVES", text, sizeof(text) );
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cgi_R_Font_DrawString (titleXPos, titleYPos, text, colorTable[CT_TITLE], cgs.media.qhFontMedium, -1, 1.0f);
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int missionYcnt = 0;
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// Print all active objectives
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for (i=0;i<MAX_OBJECTIVES;i++)
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{
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// Is there an objective to see?
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if (cent->gent->client->sess.mission_objectives[i].display)
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{
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// Calculate the Y position
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totalY = objectiveStartingYpos + (iYPixelsPerLine * (missionYcnt))+(iYPixelsPerLine/2);
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// Draw graphics that show if mission has been accomplished or not
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cgi_R_SetColor(colorTable[CT_BLUE3]);
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CG_DrawPic( (graphicXpos), (totalY-graphicYOffset), graphic_size, graphic_size, cgs.media.messageObjCircle); // Circle in front
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if (cent->gent->client->sess.mission_objectives[i].status == OBJECTIVE_STAT_SUCCEEDED)
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{
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CG_DrawPic( (graphicXpos), (totalY-graphicYOffset), graphic_size, graphic_size, cgs.media.messageLitOn); // Center Dot
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}
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// Print current objective text
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ObjectivePrint_Line(CT_WHITE, i, missionYcnt );
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}
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}
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// No mission text?
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if (!missionYcnt)
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{
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// Set the message a quarter of the way down and in the center of the text box
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int messageYPosition = objectiveStartingYpos + (objectiveTextBoxHeight / 4);
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cgi_SP_GetStringTextString( "SP_INGAME_OBJNONE", text, sizeof(text) );
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int messageXPosition = objectiveStartingXpos + (objectiveTextBoxWidth/2) - (cgi_R_Font_StrLenPixels(text, cgs.media.qhFontMedium, 1.0f) /2);
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cgi_R_Font_DrawString (
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messageXPosition,
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messageYPosition,
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text,
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colorTable[CT_WHITE],
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cgs.media.qhFontMedium,
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-1,
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1.0f);
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}
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}
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/*
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//-------------------------------------------------------
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static void CG_DrawForceCount( const int force, int x, float *y, const int pad,qboolean *hasForcePowers )
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{
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char s[MAX_STRING_CHARS];
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int val, textColor;
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char text[1024]={0};
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gi.Cvar_VariableStringBuffer( va("playerfplvl%d", force ),s, sizeof(s) );
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sscanf( s, "%d",&val );
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if ((val<1) || (val> NUM_FORCE_POWERS))
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{
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return;
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}
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textColor = CT_ICON_BLUE;
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// Draw title
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cgi_SP_GetStringTextString( showLoadPowersName[force], text, sizeof(text) );
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CG_DrawProportionalString( x, *y, text, CG_BIGFONT, colorTable[textColor] );
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// Draw icons
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cgi_R_SetColor( colorTable[CT_WHITE]);
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const int iconSize = 30;
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if ( val >= 0 )
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{
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x -= 10; // Back up from title a little
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for ( int i = 0; i < val; i++ )
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{
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CG_DrawPic( x - iconSize - i * (iconSize + 10) , *y, iconSize, iconSize, force_icons[force] );
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}
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}
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*y += pad;
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*hasForcePowers = qtrue;
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}
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/*
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====================
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CG_LoadScreen_PersonalInfo
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====================
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*/
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/*
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static void CG_LoadScreen_PersonalInfo(void)
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{
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float x, y;
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int pad = 25;
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char text[1024]={0};
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qboolean hasForcePowers;
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y = 65 + 30;
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pad = 28;
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x = 300;
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hasForcePowers=qfalse;
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CG_DrawForceCount( FP_HEAL, x, &y, pad,&hasForcePowers);
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CG_DrawForceCount( FP_LEVITATION, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_SPEED, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_PUSH, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_PULL, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_TELEPATHY, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_GRIP, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_LIGHTNING, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_SABERTHROW, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_SABER_OFFENSE, x, &y, pad,&hasForcePowers );
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CG_DrawForceCount( FP_SABER_DEFENSE, x, &y, pad,&hasForcePowers );
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if (hasForcePowers)
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{
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cgi_SP_GetStringTextString( "SP_INGAME_CURRENTFORCEPOWERS", text, sizeof(text) );
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CG_DrawProportionalString( 200, 65, text, CG_CENTER | CG_BIGFONT, colorTable[CT_WHITE] );
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}
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else
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{ //you are only totally empty on the very first map?
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// cgi_SP_GetStringTextString( "SP_INGAME_NONE", text, sizeof(text) );
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// CG_DrawProportionalString( 320, y+30, text, CG_CENTER | CG_BIGFONT, colorTable[CT_ICON_BLUE] );
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cgi_SP_GetStringTextString( "SP_INGAME_ALONGTIME", text, sizeof(text) );
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int w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontMedium, 1.5f);
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cgi_R_Font_DrawString((320)-(w/2), y+40, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontMedium, -1, 1.5f);
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}
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}
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*/
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static void CG_LoadBar(void)
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{
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const int numticks = 9, tickwidth = 40, tickheight = 8;
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const int tickpadx = 20, tickpady = 12;
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const int capwidth = 8;
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const int barwidth = numticks*tickwidth+tickpadx*2+capwidth*2, barleft = ((640-barwidth)/2);
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const int barheight = tickheight + tickpady*2, bartop = 475-barheight;
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const int capleft = barleft+tickpadx, tickleft = capleft+capwidth, ticktop = bartop+tickpady;
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cgi_R_SetColor( colorTable[CT_WHITE]);
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// Draw background
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CG_DrawPic(barleft, bartop, barwidth, barheight, cgs.media.levelLoad);
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// Draw left cap (backwards)
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CG_DrawPic(tickleft, ticktop, -capwidth, tickheight, cgs.media.loadTickCap);
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// Draw bar
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CG_DrawPic(tickleft, ticktop, tickwidth*cg.loadLCARSStage, tickheight, cgs.media.loadTick);
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// Draw right cap
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CG_DrawPic(tickleft+tickwidth*cg.loadLCARSStage, ticktop, capwidth, tickheight, cgs.media.loadTickCap);
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}
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int CG_WeaponCheck( int weaponIndex );
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// For printing load screen icons
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const int MAXLOADICONSPERROW = 8; // Max icons displayed per row
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const int MAXLOADWEAPONS = 16;
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const int MAXLOADFORCEPOWERS = 12;
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const int MAXLOAD_FORCEICONSIZE = 40; // Size of force power icons
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const int MAXLOAD_FORCEICONPAD = 12; // Padding space between icons
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static int CG_DrawLoadWeaponsPrintRow( const char *itemName, int weaponsBits,int rowIconCnt, int startIndex)
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{
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int i,endIndex=0, printedIconCnt=0;
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int iconSize;
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int holdX,x,y,pad;
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int yOffset = 0;
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int width,height;
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vec4_t color;
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qhandle_t background;
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if (!cgi_UI_GetMenuItemInfo(
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"loadScreen",
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itemName,
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&x,
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&y,
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&width,
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&height,
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color,
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&background))
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{
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return(0);
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}
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cgi_R_SetColor( color );
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iconSize = 60;
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pad = 12;
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// calculate placement of weapon icons
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holdX = x + (width - ((iconSize*rowIconCnt) + (pad * (rowIconCnt-1))))/2;
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for (i=startIndex;i<MAXLOADWEAPONS;i++)
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{
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if ( !(weaponsBits & ( 1 << i ))) // Does he have this weapon?
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{
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continue;
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}
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if (weaponData[i].weaponIcon[0])
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{
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weaponInfo_t *weaponInfo;
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CG_RegisterWeapon( i );
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weaponInfo = &cg_weapons[i];
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endIndex = i;
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// NOTE : during loading screen always show the have ammo icon
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// if (!CG_WeaponCheck(i))
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// {
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// CG_DrawPic( holdX, y+yOffset, iconSize, iconSize, weaponInfo->weaponIconNoAmmo );
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// }
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// else
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{
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CG_DrawPic( holdX, y+yOffset, iconSize, iconSize, weaponInfo->weaponIcon );
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}
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printedIconCnt++;
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if (printedIconCnt==MAXLOADICONSPERROW)
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{
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break;
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}
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holdX += (iconSize+pad);
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}
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}
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return (endIndex);
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}
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// Print weapons the player is carrying
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// Two rows print if there are too many
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static void CG_DrawLoadWeapons( int weaponBits )
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{
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int i,endIndex=0;
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int iconCnt,rowIconCnt;
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// count the number of weapons owned
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iconCnt = 0;
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for ( i = 1 ; i < MAXLOADWEAPONS ; i++ )
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{
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if ( weaponBits & ( 1 << i ) )
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{
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iconCnt++;
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}
|
|
}
|
|
|
|
if (!iconCnt) // If no weapons, don't display
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Single line of icons
|
|
if (iconCnt<=MAXLOADICONSPERROW)
|
|
{
|
|
CG_DrawLoadWeaponsPrintRow("weaponicons_singlerow", weaponBits, iconCnt,0);
|
|
}
|
|
// Two lines of icons
|
|
else
|
|
{
|
|
// Print top row
|
|
endIndex = CG_DrawLoadWeaponsPrintRow("weaponicons_row1", weaponBits, MAXLOADICONSPERROW,0);
|
|
|
|
// Print second row
|
|
rowIconCnt = iconCnt - MAXLOADICONSPERROW;
|
|
CG_DrawLoadWeaponsPrintRow("weaponicons_row2", weaponBits, rowIconCnt,endIndex+1);
|
|
}
|
|
|
|
cgi_R_SetColor( NULL );
|
|
}
|
|
|
|
|
|
static int CG_DrawLoadForcePrintRow( const char *itemName, int forceBits,int rowIconCnt, int startIndex)
|
|
{
|
|
int i,endIndex=0, printedIconCnt=0;
|
|
int holdX,x,y;
|
|
int yOffset = 0;
|
|
int width,height;
|
|
vec4_t color;
|
|
qhandle_t background;
|
|
|
|
if (!cgi_UI_GetMenuItemInfo(
|
|
"loadScreen",
|
|
itemName,
|
|
&x,
|
|
&y,
|
|
&width,
|
|
&height,
|
|
color,
|
|
&background))
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
cgi_R_SetColor( color );
|
|
|
|
// calculate placement of weapon icons
|
|
holdX = x + (width - ((MAXLOAD_FORCEICONSIZE*rowIconCnt) + (MAXLOAD_FORCEICONPAD * (rowIconCnt-1))))/2;
|
|
|
|
for (i=startIndex;i<MAX_SHOWPOWERS;i++)
|
|
{
|
|
if (!CG_ForcePower_Valid(forceBits,i)) // Does he have this power?
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (force_icons[showPowers[i]])
|
|
{
|
|
endIndex = i;
|
|
|
|
CG_DrawPic( holdX, y+yOffset, MAXLOAD_FORCEICONSIZE, MAXLOAD_FORCEICONSIZE, force_icons[showPowers[i]] );
|
|
|
|
printedIconCnt++;
|
|
if (printedIconCnt==MAXLOADICONSPERROW)
|
|
{
|
|
break;
|
|
}
|
|
|
|
holdX += (MAXLOAD_FORCEICONSIZE+MAXLOAD_FORCEICONPAD);
|
|
}
|
|
}
|
|
|
|
return (endIndex);
|
|
}
|
|
|
|
int loadForcePowerLevel[NUM_FORCE_POWERS];
|
|
|
|
/*
|
|
===============
|
|
ForcePowerDataPad_Valid
|
|
===============
|
|
*/
|
|
qboolean CG_ForcePower_Valid(int forceKnownBits, int index)
|
|
{
|
|
if ((forceKnownBits & (1 << showPowers[index])) &&
|
|
loadForcePowerLevel[showPowers[index]]) // Does he have the force power?
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
// Print force powers the player is using
|
|
// Two rows print if there are too many
|
|
static void CG_DrawLoadForcePowers( int forceBits )
|
|
{
|
|
int i,endIndex=0;
|
|
int iconCnt=0,rowIconCnt;
|
|
|
|
// Count the number of force powers known
|
|
for (i=0; i<MAX_SHOWPOWERS; ++i)
|
|
{
|
|
if (CG_ForcePower_Valid(forceBits, i))
|
|
{
|
|
iconCnt++;
|
|
}
|
|
}
|
|
|
|
if (!iconCnt) // If no force powers, don't display
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Single line of icons
|
|
if (iconCnt<=MAXLOADICONSPERROW)
|
|
{
|
|
CG_DrawLoadForcePrintRow("forceicons_singlerow", forceBits, iconCnt,0);
|
|
}
|
|
// Two lines of icons
|
|
else
|
|
{
|
|
// Print top row
|
|
endIndex = CG_DrawLoadForcePrintRow("forceicons_row1", forceBits, MAXLOADICONSPERROW,0);
|
|
|
|
// Print second row
|
|
rowIconCnt = iconCnt - MAXLOADICONSPERROW;
|
|
CG_DrawLoadForcePrintRow("forceicons_row2", forceBits, rowIconCnt,endIndex+1);
|
|
}
|
|
|
|
cgi_R_SetColor( NULL );
|
|
}
|
|
|
|
// Get the player weapons and force power info
|
|
static void CG_GetLoadScreenInfo(int *weaponBits,int *forceBits)
|
|
{
|
|
char s[MAX_STRING_CHARS];
|
|
int iDummy,i;
|
|
float fDummy;
|
|
const char *var;
|
|
|
|
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
|
|
|
|
// Get player weapons and force powers known
|
|
if (s[0])
|
|
{
|
|
// |general info |-force powers
|
|
sscanf( s, "%i %i %i %i %i %i %i %f %f %f %i %i",
|
|
&iDummy, // &client->ps.stats[STAT_HEALTH],
|
|
&iDummy, // &client->ps.stats[STAT_ARMOR],
|
|
&*weaponBits,// &client->ps.stats[STAT_WEAPONS],
|
|
&iDummy, // &client->ps.stats[STAT_ITEMS],
|
|
&iDummy, // &client->ps.weapon,
|
|
&iDummy, // &client->ps.weaponstate,
|
|
&iDummy, // &client->ps.batteryCharge,
|
|
&fDummy, // &client->ps.viewangles[0],
|
|
&fDummy, // &client->ps.viewangles[1],
|
|
&fDummy, // &client->ps.viewangles[2],
|
|
//force power data
|
|
&*forceBits, // &client->ps.forcePowersKnown,
|
|
&iDummy // &client->ps.forcePower,
|
|
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// will also need to do this for weapons
|
|
if( gi.Cvar_VariableIntegerValue("com_demo") )
|
|
{
|
|
gi.Cvar_VariableStringBuffer( "demo_playerwpns", s, sizeof(s) );
|
|
|
|
*weaponBits = atoi(s);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( gi.Cvar_VariableIntegerValue("com_demo") )
|
|
{
|
|
// le Demo stuff...
|
|
// the new JK2 stuff - force powers, etc...
|
|
//
|
|
*forceBits = 0; // need to zero it out it might have already been set above if coming from a true
|
|
// map transition in the demo
|
|
gi.Cvar_VariableStringBuffer( "demo_playerfplvl", s, sizeof(s) );
|
|
int j=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
loadForcePowerLevel[j] = atoi(var);
|
|
if( loadForcePowerLevel[j] )
|
|
{
|
|
*forceBits |= (1<<j);
|
|
}
|
|
j++;
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// the new JK2 stuff - force powers, etc...
|
|
//
|
|
gi.Cvar_VariableStringBuffer( "playerfplvl", s, sizeof(s) );
|
|
i=0;
|
|
var = strtok( s, " " );
|
|
while( var != NULL )
|
|
{
|
|
/* While there are tokens in "s" */
|
|
loadForcePowerLevel[i++] = atoi(var);
|
|
/* Get next token: */
|
|
var = strtok( NULL, " " );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CG_DrawLoadingScreen
|
|
|
|
Load screen displays the map pic, the mission briefing and weapons/force powers
|
|
====================
|
|
*/
|
|
static void CG_DrawLoadingScreen( qhandle_t levelshot ,const char *mapName)
|
|
{
|
|
int xPos,yPos,width,height;
|
|
vec4_t color;
|
|
qhandle_t background;
|
|
int weapons=0, forcepowers=0;
|
|
|
|
// Get mission briefing for load screen
|
|
if (cgi_SP_GetStringTextString( va("BRIEFINGS_%s",mapName), NULL, 0 ) == 0)
|
|
{
|
|
cgi_Cvar_Set( "ui_missionbriefing", "@BRIEFINGS_NONE" );
|
|
}
|
|
else
|
|
{
|
|
cgi_Cvar_Set( "ui_missionbriefing", va("@BRIEFINGS_%s",mapName) );
|
|
}
|
|
|
|
// Print background
|
|
if (cgi_UI_GetMenuItemInfo(
|
|
"loadScreen",
|
|
"background",
|
|
&xPos,
|
|
&yPos,
|
|
&width,
|
|
&height,
|
|
color,
|
|
&background))
|
|
{
|
|
cgi_R_SetColor( color );
|
|
CG_DrawPic( xPos, yPos, width, height, background );
|
|
}
|
|
|
|
// Print level pic
|
|
if (cgi_UI_GetMenuItemInfo(
|
|
"loadScreen",
|
|
"mappic",
|
|
&xPos,
|
|
&yPos,
|
|
&width,
|
|
&height,
|
|
color,
|
|
&background))
|
|
{
|
|
//if (!levelshot)
|
|
//{// No level shot so use screenshot.
|
|
// CG_DrawPic( xPos, yPos, 1, 1, 0); //force the tess to flush
|
|
// cgi_R_DrawScreenShot( xPos, yPos+height, width, -height );
|
|
//}
|
|
//else
|
|
{
|
|
cgi_R_SetColor( color );
|
|
CG_DrawPic( xPos, yPos, width, height, levelshot );
|
|
}
|
|
}
|
|
|
|
// Get player weapons and force power info
|
|
CG_GetLoadScreenInfo(&weapons,&forcepowers);
|
|
|
|
// Print weapon icons
|
|
if (weapons)
|
|
{
|
|
CG_DrawLoadWeapons(weapons);
|
|
}
|
|
|
|
// Print force power icons
|
|
if (forcepowers)
|
|
{
|
|
CG_DrawLoadForcePowers(forcepowers);
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CG_DrawInformation
|
|
|
|
Draw all the status / pacifier stuff during level loading
|
|
====================
|
|
*/
|
|
void CG_DrawInformation( void ) {
|
|
int y;
|
|
|
|
// draw the dialog background
|
|
const char *info = CG_ConfigString( CS_SERVERINFO );
|
|
const char *s = Info_ValueForKey( info, "mapname" );
|
|
|
|
qhandle_t levelshot;
|
|
|
|
extern SavedGameJustLoaded_e g_eSavedGameJustLoaded; // hack! (hey, it's the last week of coding, ok?
|
|
//#ifndef _XBOX
|
|
// if ( g_eSavedGameJustLoaded == eFULL )
|
|
// {
|
|
// levelshot = 0; //use the loaded thumbnail instead of the levelshot
|
|
// }
|
|
// else
|
|
//#endif
|
|
{
|
|
levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
|
|
#ifndef FINAL_BUILD
|
|
if (!levelshot && !strncmp(s, "work/",5) )
|
|
{
|
|
levelshot = cgi_R_RegisterShaderNoMip( va( "levelshots/%s", s+5 ) );
|
|
}
|
|
#endif
|
|
if (!levelshot) {
|
|
levelshot = cgi_R_RegisterShaderNoMip( "menu/art/unknownmap" );
|
|
}
|
|
}
|
|
|
|
if ( g_eSavedGameJustLoaded != eFULL && (!strcmp(s,"yavin1") || !strcmp(s,"demo")) )//special case for first map!
|
|
{
|
|
char text[1024]={0};
|
|
|
|
//
|
|
cgi_R_SetColor( colorTable[CT_BLACK] );
|
|
CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, cgs.media.whiteShader );
|
|
|
|
cgi_SP_GetStringTextString( "SP_INGAME_ALONGTIME", text, sizeof(text) );
|
|
|
|
int w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontMedium, 1.0f);
|
|
cgi_R_Font_DrawString((320)-(w/2), 140, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontMedium, -1, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
CG_DrawLoadingScreen(levelshot, s);
|
|
cgi_UI_MenuPaintAll();
|
|
}
|
|
|
|
CG_LoadBar();
|
|
|
|
|
|
// the first 150 rows are reserved for the client connection
|
|
// screen to write into
|
|
// if ( cg.processedSnapshotNum == 0 )
|
|
{
|
|
// still loading
|
|
// print the current item being loaded
|
|
|
|
#ifdef _DEBUG
|
|
cgi_R_Font_DrawString( 40, 416, va("LOADING ... %s",cg.infoScreenText),colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 1.0f );
|
|
#endif
|
|
}
|
|
|
|
// draw info string information
|
|
|
|
y = 20;
|
|
// map-specific message (long map name)
|
|
s = CG_ConfigString( CS_MESSAGE );
|
|
|
|
if ( s[0] )
|
|
{
|
|
if (s[0] == '@')
|
|
{
|
|
char text[1024]={0};
|
|
cgi_SP_GetStringTextString( s+1, text, sizeof(text) );
|
|
cgi_R_Font_DrawString( 15, y, va("\"%s\"",text),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
cgi_R_Font_DrawString( 15, y, va("\"%s\"",s),colorTable[CT_WHITE],cgs.media.qhFontMedium, -1, 1.0f );
|
|
}
|
|
y += 20;
|
|
}
|
|
} |