mirror of
https://github.com/nzp-team/dquakeplus.git
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1459 lines
31 KiB
C++
1459 lines
31 KiB
C++
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// screen.c -- master for refresh, status bar, console, chat, notify, etc
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extern "C"
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{
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#include "../quakedef.h"
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}
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/*
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background clear
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rendering
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turtle/net/ram icons
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hud
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centerprint / slow centerprint
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notify lines
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intermission / finale overlay
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loading plaque
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console
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menu
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required background clears
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required update regions
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syncronous draw mode or async
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One off screen buffer, with updates either copied or xblited
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Need to double buffer?
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async draw will require the refresh area to be cleared, because it will be
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xblited, but sync draw can just ignore it.
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sync
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draw
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CenterPrint ()
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SlowPrint ()
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Screen_Update ();
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Con_Printf ();
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net
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turn off messages option
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the refresh is allways rendered, unless the console is full screen
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console is:
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notify lines
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half
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full
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*/
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int glx, gly, glwidth, glheight;
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// only the refresh window will be updated unless these variables are flagged
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int scr_copytop;
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int scr_copyeverything;
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float scr_con_current;
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float scr_conlines; // lines of console to display
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float oldscreensize, oldfov;
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cvar_t scr_coloredtext = {"scr_coloredtext","1", qtrue};
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cvar_t scr_fov = {"fov","80", qtrue}; // 10 - 170
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cvar_t scr_conspeed = {"scr_conspeed","300"};
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cvar_t scr_centertime = {"scr_centertime","2"};
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cvar_t scr_showram = {"showram","1"};
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cvar_t scr_showpause = {"showpause","1"};
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cvar_t scr_printspeed = {"scr_printspeed","8"};
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cvar_t scr_conheight = {"scr_conheight", "0.5"};
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cvar_t scr_loadscreen = {"scr_loadscreen","1", qtrue};
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cvar_t r_dithering = {"r_dithering","1",qtrue};
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extern "C" cvar_t crosshair;
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qboolean scr_initialized; // ready to draw
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qpic_t *hitmark;
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qpic_t *ls_ndu;
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qpic_t *ls_warehouse;
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qpic_t *ls_xmas;
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int scr_fullupdate;
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int loadingScreen;
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int ShowBlslogo;
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int clearconsole;
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int clearnotify;
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viddef_t vid; // global video state
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extern "C" vrect_t scr_vrect;
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vrect_t scr_vrect = {0};
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qboolean scr_disabled_for_loading;
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qboolean scr_drawloading;
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float scr_disabled_time;
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qboolean block_drawing;
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extern int game_fps;
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void SCR_ScreenShot_f (void);
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/*
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===============================================================================
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CENTER PRINTING
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===============================================================================
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*/
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char scr_centerstring[1024];
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float scr_centertime_start; // for slow victory printing
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extern "C" float scr_centertime_off;
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float scr_centertime_off = 0.0f;
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int scr_center_lines;
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int scr_erase_lines;
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int scr_erase_center;
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/*
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==============
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SCR_CenterPrint
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Called for important messages that should stay in the center of the screen
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for a few moments
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==============
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*/
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void SCR_CenterPrint (char *str)
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{
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strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1);
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scr_centertime_off = scr_centertime.value;
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scr_centertime_start = cl.time;
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// count the number of lines for centering
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scr_center_lines = 1;
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while (*str)
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{
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if (*str == '\n')
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scr_center_lines++;
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str++;
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}
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}
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void SCR_DrawCenterString (void)
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{
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char *start;
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int l;
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int j;
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int x, y;
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int remaining;
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if (cl.stats[STAT_HEALTH] < 0)
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return;
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// the finale prints the characters one at a time
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if (cl.intermission)
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remaining = scr_printspeed.value * (cl.time - scr_centertime_start);
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else
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remaining = 9999;
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scr_erase_center = 0;
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start = scr_centerstring;
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if (scr_center_lines <= 4)
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y = vid.height*0.35;
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else
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y = 48;
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do
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{
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// scan the width of the line
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for (l=0 ; l<40 ; l++)
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if (start[l] == '\n' || !start[l])
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break;
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x = (vid.width - l*8)/2;
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for (j=0 ; j<l ; j++, x+=8)
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{
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Draw_Character (x, y, start[j]);
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if (!remaining--)
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return;
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}
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y += 8;
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while (*start && *start != '\n')
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start++;
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if (!*start)
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break;
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start++; // skip the \n
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} while (1);
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}
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void SCR_CheckDrawCenterString (void)
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{
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scr_copytop = 1;
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if (scr_center_lines > scr_erase_lines)
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scr_erase_lines = scr_center_lines;
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scr_centertime_off -= host_frametime;
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if (scr_centertime_off <= 0 && !cl.intermission)
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return;
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if (key_dest != key_game)
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return;
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if (cl.stats[STAT_HEALTH] <= 0)
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return;
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SCR_DrawCenterString ();
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}
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/*
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===============================================================================
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Press somthing printing
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===============================================================================
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*/
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char scr_usestring[1024];
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float scr_usetime_off = 0.0f;
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int button_pic_x;
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extern qpic_t *b_circle;
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extern qpic_t *b_square;
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extern qpic_t *b_cross;
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extern qpic_t *b_triangle;
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extern qpic_t *b_left;
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extern qpic_t *b_right;
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extern qpic_t *b_up;
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extern qpic_t *b_down;
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extern qpic_t *b_lt;
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extern qpic_t *b_rt;
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extern qpic_t *b_start;
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extern qpic_t *b_select;
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extern qpic_t *b_home;
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/*
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==============
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SCR_UsePrint
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Similiar to above, but will also print the current button for the action.
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==============
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*/
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qpic_t *GetButtonIcon (char *buttonname)
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{
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int j;
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int l;
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char *b;
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l = strlen(buttonname);
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for (j=0 ; j<256 ; j++)
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{
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b = keybindings[j];
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if (!b)
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continue;
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if (!strncmp (b, buttonname, l) )
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{
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if (!strcmp(Key_KeynumToString(j), "UPARROW"))
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return b_up;
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else if (!strcmp(Key_KeynumToString(j), "DOWNARROW"))
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return b_down;
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else if (!strcmp(Key_KeynumToString(j), "LEFTARROW"))
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return b_left;
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else if (!strcmp(Key_KeynumToString(j), "RIGHTARROW"))
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return b_right;
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else if (!strcmp(Key_KeynumToString(j), "SELECT"))
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return b_select;
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else if (!strcmp(Key_KeynumToString(j), "HOME"))
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return b_home;
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else if (!strcmp(Key_KeynumToString(j), "TRIANGLE"))
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return b_triangle;
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else if (!strcmp(Key_KeynumToString(j), "CIRCLE"))
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return b_circle;
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else if (!strcmp(Key_KeynumToString(j), "CROSS"))
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return b_cross;
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else if (!strcmp(Key_KeynumToString(j), "SQUARE"))
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return b_square;
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else if (!strcmp(Key_KeynumToString(j), "LTRIGGER"))
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return b_lt;
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else if (!strcmp(Key_KeynumToString(j), "RTRIGGER"))
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return b_rt;
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}
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}
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return b_cross;
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}
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char *GetUseButtonL ()
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{
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int j;
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int l;
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char *b;
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l = strlen("+use");
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for (j=0 ; j<256 ; j++)
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{
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b = keybindings[j];
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if (!b)
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continue;
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if (!strncmp (b, "+use", l) )
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{
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if (!strcmp(Key_KeynumToString(j), "SELECT") ||
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!strcmp(Key_KeynumToString(j), "LTRIGGER") ||
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!strcmp(Key_KeynumToString(j), "RTRIGGER") ||
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!strcmp(Key_KeynumToString(j), "HOME"))
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return " ";
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else
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return " ";
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}
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}
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return " ";
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}
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char *GetPerkName (int perk)
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{
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switch (perk)
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{
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case 1:
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return "Quick Revive";
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case 2:
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return "Juggernog";
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case 3:
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return "Speed Cola";
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case 4:
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return "Double Tap";
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case 5:
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return "Stamin-Up";
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case 6:
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return "PhD Flopper";
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case 7:
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return "Deadshot Daiquiri";
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case 8:
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return "Mule Kick";
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default:
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return "NULL";
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}
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}
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void SCR_UsePrint (int type, int cost, int weapon)
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{
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char s[128];
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switch (type)
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{
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case 0://clear
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strcpy(s, "");
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break;
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case 1://door
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strcpy(s, va("Hold %s to open Door [Cost:%i]\n", GetUseButtonL(), cost));
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button_pic_x = 5;
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break;
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case 2://debris
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strcpy(s, va("Hold %s to remove Debris [Cost:%i]\n", GetUseButtonL(), cost));
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button_pic_x = 5;
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break;
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case 3://ammo
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strcpy(s, va("Hold %s to buy Ammo for %s [Cost:%i]\n", GetUseButtonL(), pr_strings+sv_player->v.Weapon_Name_Touch, cost));
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button_pic_x = 5;
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break;
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case 4://weapon
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strcpy(s, va("Hold %s to buy %s [Cost:%i]\n", GetUseButtonL(), pr_strings+sv_player->v.Weapon_Name_Touch, cost));
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button_pic_x = 5;
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break;
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case 5://window
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strcpy(s, va("Hold %s to Rebuild Barrier\n", GetUseButtonL()));
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button_pic_x = 5;
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break;
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case 6://box
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strcpy(s, va("Hold %s to buy a Random Weapon [cost:%i]\n", GetUseButtonL(), cost));
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button_pic_x = 5;
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break;
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case 7://box take
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strcpy(s, va("Press %s to take Weapon\n", GetUseButtonL()));
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button_pic_x = 6;
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break;
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case 8://power
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strcpy(s, "The Power must be Activated first\n");
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button_pic_x = 100;
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break;
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case 9://perk
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strcpy(s, va("Hold %s to buy %s [Cost:%i]\n", GetUseButtonL(), GetPerkName(weapon), cost));
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button_pic_x = 5;
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break;
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case 10://turn on power
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strcpy(s, va("Hold %s to Turn On the Power\n", GetUseButtonL()));
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button_pic_x = 5;
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break;
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case 11://turn on trap
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strcpy(s, va("Hold %s to Activate the Trap [Cost:%i]\n", GetUseButtonL(), cost));
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button_pic_x = 5;
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break;
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case 12://PAP
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strcpy(s, va("Hold %s to Pack-a-Punch [Cost:%i]\n", GetUseButtonL(), cost));
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button_pic_x = 5;
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break;
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case 13://revive
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strcpy(s, va("Hold %s to Fix your Code.. :)\n", GetUseButtonL()));
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button_pic_x = 5;
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break;
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case 14://use teleporter (free)
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strcpy(s, va("Hold %s to use Teleporter\n", GetUseButtonL()));
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button_pic_x = 5;
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break;
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case 15://use teleporter (cost)
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strcpy(s, va("Hold %s to use Teleporter [Cost:%i]\n", GetUseButtonL(), cost));
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button_pic_x = 5;
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break;
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case 16://tp cooldown
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strcpy(s, "Teleporter is cooling down\n");
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button_pic_x = 100;
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break;
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case 17://link
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strcpy(s, va("Hold %s to initiate link to pad\n", GetUseButtonL()));
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button_pic_x = 5;
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break;
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case 18://no link
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strcpy(s, "Link not active\n");
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button_pic_x = 100;
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break;
|
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case 19://finish link
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strcpy(s, va("Hold %s to link pad with core\n", GetUseButtonL()));
|
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button_pic_x = 5;
|
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break;
|
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case 20://buyable ending
|
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strcpy(s, va("Hold %s to End the Game [Cost:%i]\n", GetUseButtonL(), cost));
|
||
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button_pic_x = 5;
|
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break;
|
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|
default:
|
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Con_Printf ("No type defined in engine for useprint\n");
|
||
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break;
|
||
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}
|
||
|
|
||
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strncpy (scr_usestring, va(s), sizeof(scr_usestring)-1);
|
||
|
scr_usetime_off = 0.1;
|
||
|
}
|
||
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|
||
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|
||
|
void SCR_DrawUseString (void)
|
||
|
{
|
||
|
int l;
|
||
|
int x, y;
|
||
|
|
||
|
if (cl.stats[STAT_HEALTH] < 0)
|
||
|
return;
|
||
|
// the finale prints the characters one at a time
|
||
|
|
||
|
y = vid.height*0.70;
|
||
|
l = strlen (scr_usestring);
|
||
|
x = (vid.width - l*8)/2;
|
||
|
|
||
|
Draw_String (x, y, scr_usestring);
|
||
|
Draw_Pic (x + button_pic_x*8, y, GetButtonIcon("+use"));
|
||
|
}
|
||
|
|
||
|
void SCR_CheckDrawUseString (void)
|
||
|
{
|
||
|
scr_copytop = 1;
|
||
|
|
||
|
scr_usetime_off -= host_frametime;
|
||
|
|
||
|
if (scr_usetime_off <= 0 && !cl.intermission)
|
||
|
return;
|
||
|
if (key_dest != key_game)
|
||
|
return;
|
||
|
if (cl.stats[STAT_HEALTH] <= 0)
|
||
|
return;
|
||
|
|
||
|
SCR_DrawUseString ();
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
CalcFov
|
||
|
====================
|
||
|
*/
|
||
|
float CalcFov (float fov_x, float width, float height)
|
||
|
{
|
||
|
float a;
|
||
|
float x;
|
||
|
|
||
|
if (fov_x < 1 || fov_x > 179)
|
||
|
Sys_Error ("Bad fov: %f", fov_x);
|
||
|
|
||
|
x = width/tanf(fov_x/360*M_PI);
|
||
|
|
||
|
a = atanf(height/x);
|
||
|
|
||
|
a = a*360/M_PI;
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
SCR_CalcRefdef
|
||
|
|
||
|
Must be called whenever vid changes
|
||
|
Internal use only
|
||
|
=================
|
||
|
*/
|
||
|
static void SCR_CalcRefdef (void)
|
||
|
{
|
||
|
float size;
|
||
|
int h;
|
||
|
qboolean full = qfalse;
|
||
|
|
||
|
|
||
|
scr_fullupdate = 0; // force a background redraw
|
||
|
vid.recalc_refdef = 0;
|
||
|
|
||
|
//========================================
|
||
|
|
||
|
|
||
|
// bound field of view
|
||
|
if (scr_fov.value < 10)
|
||
|
Cvar_Set ("fov","10");
|
||
|
if (scr_fov.value > 170)
|
||
|
Cvar_Set ("fov","170");
|
||
|
|
||
|
// intermission is always full screen
|
||
|
full = qtrue;
|
||
|
size = 1.0;
|
||
|
|
||
|
h = vid.height;
|
||
|
|
||
|
r_refdef.vrect.width = int(vid.width * size);
|
||
|
if (r_refdef.vrect.width < 96)
|
||
|
{
|
||
|
size = 96.0 / r_refdef.vrect.width;
|
||
|
r_refdef.vrect.width = 96; // min for icons
|
||
|
}
|
||
|
|
||
|
r_refdef.vrect.height = int(vid.height * size);
|
||
|
if (r_refdef.vrect.height > vid.height)
|
||
|
r_refdef.vrect.height = vid.height;
|
||
|
if (r_refdef.vrect.height > vid.height)
|
||
|
r_refdef.vrect.height = vid.height;
|
||
|
r_refdef.vrect.x = (vid.width - r_refdef.vrect.width)/2;
|
||
|
|
||
|
if (full)
|
||
|
r_refdef.vrect.y = 0;
|
||
|
else
|
||
|
r_refdef.vrect.y = (h - r_refdef.vrect.height)/2;
|
||
|
|
||
|
r_refdef.fov_x = scr_fov.value;
|
||
|
r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
|
||
|
|
||
|
scr_vrect = r_refdef.vrect;
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
SCR_Init
|
||
|
==================
|
||
|
*/
|
||
|
void SCR_Init (void)
|
||
|
{
|
||
|
|
||
|
Cvar_RegisterVariable (&scr_fov);
|
||
|
Cvar_RegisterVariable (&scr_conspeed);
|
||
|
Cvar_RegisterVariable (&scr_showram);
|
||
|
Cvar_RegisterVariable (&scr_showpause);
|
||
|
Cvar_RegisterVariable (&scr_centertime);
|
||
|
Cvar_RegisterVariable (&scr_loadscreen);
|
||
|
Cvar_RegisterVariable (&scr_printspeed);
|
||
|
Cvar_RegisterVariable (&scr_conheight);
|
||
|
Cvar_RegisterVariable (&r_dithering);
|
||
|
Cvar_RegisterVariable (&scr_coloredtext);
|
||
|
|
||
|
//
|
||
|
// register our commands
|
||
|
//
|
||
|
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
|
||
|
|
||
|
hitmark = Draw_CachePic("gfx/hud/hit_marker");
|
||
|
//ls_wahnsinn = Draw_CachePic("gfx/lscreen/wahnsinn.lmp");
|
||
|
//ls_xmas = Draw_CachePic("gfx/lscreen/christmas_special.lmp");
|
||
|
//ls_warehouse = Draw_CacheImg("gfx/lscreen/warehouse");
|
||
|
//ls_ndu = Draw_CacheImg("gfx/lscreen/ndu");
|
||
|
|
||
|
scr_initialized = qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
DrawPause
|
||
|
==============
|
||
|
*/
|
||
|
void SCR_DrawPause (void)
|
||
|
{
|
||
|
qpic_t *pic;
|
||
|
|
||
|
if (!scr_showpause.value) // turn off for screenshots
|
||
|
return;
|
||
|
|
||
|
if (!cl.paused)
|
||
|
return;
|
||
|
|
||
|
pic = Draw_CachePic ("gfx/pause.lmp");
|
||
|
Draw_Pic ( (vid.width - pic->width)/2,
|
||
|
(vid.height - 48 - pic->height)/2, pic);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
//muff - hacked out of SourceForge implementation + modified
|
||
|
==============
|
||
|
SCR_DrawFPS
|
||
|
==============
|
||
|
*/
|
||
|
|
||
|
|
||
|
void Draw_FrontText(const char* text, int x, int y, unsigned int color, int fw);
|
||
|
void SCR_DrawFPS (void)
|
||
|
{
|
||
|
extern cvar_t show_fps;
|
||
|
static double lastframetime;
|
||
|
static double startT = 0;
|
||
|
static double Tframe = 0;
|
||
|
static int lframeCount = 0;
|
||
|
double t;
|
||
|
extern int fps_count;
|
||
|
static int lastfps;
|
||
|
int x, y;
|
||
|
char st[80],st1[80], st2[80];
|
||
|
static int averge_fps;
|
||
|
|
||
|
if(lframeCount != host_framecount)//incrementing our local frame counter
|
||
|
{
|
||
|
++Tframe;
|
||
|
lframeCount = host_framecount;
|
||
|
}
|
||
|
|
||
|
if(startT == 0)
|
||
|
{
|
||
|
startT = Sys_FloatTime();
|
||
|
}
|
||
|
|
||
|
if (!show_fps.value)
|
||
|
return;
|
||
|
|
||
|
t = Sys_FloatTime ();
|
||
|
|
||
|
if ((t - lastframetime) >= 1.0)
|
||
|
{
|
||
|
lastfps = fps_count;
|
||
|
fps_count = 0;
|
||
|
lastframetime = t;
|
||
|
|
||
|
if(t > startT)
|
||
|
averge_fps = round(Tframe/(t - startT));
|
||
|
}
|
||
|
sprintf(st1,"%3d FPS %3d AVG", lastfps, averge_fps);
|
||
|
//Draw_FrontText(st, 0, 0, 0xFF0000FF, 0);
|
||
|
|
||
|
if(lastfps < 20)
|
||
|
sprintf(st,"%3d FPS", lastfps);
|
||
|
else if(lastfps > 20 && lastfps < 40)
|
||
|
sprintf(st,"%3d FPS", lastfps);
|
||
|
else
|
||
|
sprintf(st,"%3d FPS", lastfps);
|
||
|
|
||
|
if(averge_fps < 20)
|
||
|
sprintf(st2," %3d AVG", averge_fps);
|
||
|
else if(averge_fps > 20 && averge_fps < 40)
|
||
|
sprintf(st2," %3d AVG", averge_fps);
|
||
|
else
|
||
|
sprintf(st2," %3d AVG", averge_fps);
|
||
|
|
||
|
strcat(st,st2);
|
||
|
|
||
|
x = vid.width - strlen(st1) * 8;
|
||
|
y = 0 ;
|
||
|
|
||
|
Draw_ColoredString(x, y, st, 255, 255, 255, 255, 1);
|
||
|
|
||
|
game_fps = lastfps;
|
||
|
}
|
||
|
|
||
|
#include <psppower.h>
|
||
|
/*
|
||
|
==============
|
||
|
SCR_DrawBAT
|
||
|
Crow_bar
|
||
|
==============
|
||
|
*/
|
||
|
void SCR_DrawBAT (void)
|
||
|
{
|
||
|
extern cvar_t show_bat;
|
||
|
int x, y;
|
||
|
char stA[80],stB[80];
|
||
|
|
||
|
if (!show_bat.value)
|
||
|
return;
|
||
|
|
||
|
if (!scePowerIsBatteryExist())
|
||
|
{
|
||
|
// Don't report anything.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const int level = scePowerGetBatteryLifePercent();
|
||
|
const bool charging = scePowerGetBatteryChargingStatus();
|
||
|
|
||
|
// Is the level not sensible?
|
||
|
if ((level < 0) || (level > 100))
|
||
|
{
|
||
|
// Hopefully it will be sensible soon.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
sprintf(stA, "Battery %d%%\n",level);
|
||
|
sprintf(stB, "Battery %d%% (charging)\n",level);
|
||
|
|
||
|
if(!charging)
|
||
|
x = vid.width - strlen(stA) * 16 - 70;
|
||
|
else
|
||
|
x = vid.width - strlen(stB) * 16 - 70;
|
||
|
|
||
|
y = 2 ;
|
||
|
|
||
|
if(show_bat.value == 2)
|
||
|
{
|
||
|
if(!charging)
|
||
|
Draw_String(x, y, stA);
|
||
|
else
|
||
|
Draw_String(x, y, stB);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(charging)
|
||
|
{
|
||
|
Draw_Fill (240, y, level, 5, 12+((int)(realtime*8)&120));
|
||
|
}
|
||
|
else
|
||
|
Draw_Fill (240, y, level, 5, level);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
SCR_DrawLoading
|
||
|
==============
|
||
|
*/
|
||
|
void SCR_DrawLoading (void)
|
||
|
{
|
||
|
qpic_t *pic;
|
||
|
|
||
|
if (!scr_drawloading)
|
||
|
return;
|
||
|
|
||
|
pic = Draw_CachePic ("gfx/loading.lmp");
|
||
|
Draw_Pic ( (vid.width - pic->width)/2,
|
||
|
(vid.height - 48 - pic->height)/2, pic);
|
||
|
}
|
||
|
|
||
|
int Random_Int (int max_int)
|
||
|
{
|
||
|
float f;
|
||
|
f = (rand ()&0x7fff) / ((float)0x7fff) * max_int;
|
||
|
if (f > 0)
|
||
|
return (int)(f + 0.5) + 1;
|
||
|
else
|
||
|
return (int)(f - 0.5) + 1;
|
||
|
}
|
||
|
/*
|
||
|
==============
|
||
|
SCR_DrawLoadScreen
|
||
|
==============
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
Creds to the following people from the 2020
|
||
|
Loading Screen Hint Submission/Contest:
|
||
|
|
||
|
* BCDeshiG
|
||
|
* Derped_Crusader
|
||
|
* Aidan
|
||
|
* yasen
|
||
|
*/
|
||
|
double loadingtimechange;
|
||
|
int loadingdot;
|
||
|
char *lodinglinetext;
|
||
|
qpic_t *awoo;
|
||
|
char *ReturnLoadingtex (void)
|
||
|
{
|
||
|
int StringNum = Random_Int(48);
|
||
|
switch(StringNum)
|
||
|
{
|
||
|
case 1:
|
||
|
return "The original Quake came out in 1996 (24 years ago as of 2020!)";
|
||
|
break;
|
||
|
case 2:
|
||
|
return "Use the Kar98-k to be the hero we want you to be!";
|
||
|
break;
|
||
|
case 3:
|
||
|
return "There is a huge number of modern engines based on Quake!";
|
||
|
break;
|
||
|
case 4:
|
||
|
return "Development for NZ:P officially started on September 27, 2009";
|
||
|
break;
|
||
|
case 5:
|
||
|
return "NZ:P was first released on December 25, 2010";
|
||
|
break;
|
||
|
case 6:
|
||
|
return "The 1.1 release of NZ:P has over 90,000 downloads!";
|
||
|
break;
|
||
|
case 7:
|
||
|
return "NZ:P has been downloaded over 400,00 times!";
|
||
|
break;
|
||
|
case 8:
|
||
|
return "The original NZP was made mainly by 3 guys around the world.";
|
||
|
break;
|
||
|
case 9:
|
||
|
return "Blubswillrule: known as \"blubs\", is from the USA.";
|
||
|
break;
|
||
|
case 10:
|
||
|
return "Jukki is from Finland.";
|
||
|
break;
|
||
|
case 11:
|
||
|
return "Ju[s]tice, or \"tom\" is from Lithuania.";
|
||
|
break;
|
||
|
case 12:
|
||
|
return "This game is the reason that we have bad sleeping habits!";
|
||
|
break;
|
||
|
case 13:
|
||
|
return "We had a lot of fun making this game.";
|
||
|
break;
|
||
|
case 14:
|
||
|
return "Did you know you can make your own Custom Map?";
|
||
|
break;
|
||
|
case 15:
|
||
|
return "Try Retro Mode, it's in the Graphics Settings!";
|
||
|
break;
|
||
|
case 16:
|
||
|
return "Tired of Nacht der Untoten? Make your own map!";
|
||
|
break;
|
||
|
case 17:
|
||
|
return "Slay zombies & be grateful.";
|
||
|
break;
|
||
|
case 18:
|
||
|
return "Custom maps, CUSTOM MAPS!";
|
||
|
break;
|
||
|
case 19:
|
||
|
return "Go outside & build a snowman!";
|
||
|
break;
|
||
|
case 20:
|
||
|
return "Please surround yourself with zombies!";
|
||
|
break;
|
||
|
case 21:
|
||
|
return "Don't play for too long, or zombies will eat you.";
|
||
|
break;
|
||
|
case 22:
|
||
|
return "That was epic... EPIC FOR THE WIIIN!"; //why
|
||
|
break;
|
||
|
case 23:
|
||
|
return "PPSSPP is an awesome PSP emulator!";
|
||
|
break;
|
||
|
case 24:
|
||
|
return "You dead yet?";
|
||
|
break;
|
||
|
case 25:
|
||
|
return "Now 21% cooler!";
|
||
|
break;
|
||
|
case 26:
|
||
|
return "your lg is nothink on the lan"; //what
|
||
|
break;
|
||
|
case 27:
|
||
|
return "I'm not your chaotic on dm6!";
|
||
|
break;
|
||
|
case 28:
|
||
|
return "Shoot zombies to kill them. Or knife them. You choose.";
|
||
|
break;
|
||
|
case 29:
|
||
|
return "How many people forgot to Compile today?";
|
||
|
break;
|
||
|
case 30:
|
||
|
return "ggnore";
|
||
|
break;
|
||
|
case 31:
|
||
|
return "Have you tried NZ:P on PC or NX?";
|
||
|
break;
|
||
|
case 32:
|
||
|
return "Submerge your device in water for godmode!";
|
||
|
break;
|
||
|
case 33:
|
||
|
return "10/10/10 was a good day.";
|
||
|
break;
|
||
|
case 34:
|
||
|
return "Also check out \"No Bugs Allowed\" for the PSP!";
|
||
|
break;
|
||
|
case 35:
|
||
|
return "MotoLegacy, or \"Ian\", is from the USA.";
|
||
|
break;
|
||
|
case 36:
|
||
|
return "Zombies don't like bullets.";
|
||
|
break;
|
||
|
case 37:
|
||
|
return "Thanks for being an awesome fan!";
|
||
|
break;
|
||
|
case 38:
|
||
|
return "Removed Herobrine";
|
||
|
break;
|
||
|
case 39:
|
||
|
return "Pack-a-Punch the Kar98k to get to round infinity.";
|
||
|
break;
|
||
|
case 40:
|
||
|
return "I feel like I'm being gaslit.";
|
||
|
break;
|
||
|
case 41:
|
||
|
return "Heads up! You will die if you are killed!";
|
||
|
break;
|
||
|
case 42:
|
||
|
return "Zombies legally can't kill you if you say no!";
|
||
|
break;
|
||
|
case 43:
|
||
|
return "Please help me find the meaning of . Thanks.";
|
||
|
break;
|
||
|
case 44:
|
||
|
return "Loading..."; // "ripperoni" made me think the game crashed while loading
|
||
|
break;
|
||
|
case 45:
|
||
|
return "Get rid of the 21% cooler tip, it's an MLP reference";
|
||
|
break;
|
||
|
case 46:
|
||
|
return "You're playing on a PSP!";
|
||
|
break;
|
||
|
case 47:
|
||
|
return "Don't leak the beta!";
|
||
|
break;
|
||
|
}
|
||
|
return "wut wut";
|
||
|
}
|
||
|
void SCR_DrawLoadScreen (void)
|
||
|
{
|
||
|
|
||
|
if (developer.value)
|
||
|
return;
|
||
|
if (!con_forcedup)
|
||
|
return;
|
||
|
/*
|
||
|
static int count;
|
||
|
|
||
|
if (host_frametime < 0.01)
|
||
|
{
|
||
|
count = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
count++;
|
||
|
if (count < 3)
|
||
|
return;
|
||
|
*/
|
||
|
|
||
|
/*if(cl.worldmodel)
|
||
|
{
|
||
|
loadingScreen = 0;
|
||
|
ShowBlslogo = 1;
|
||
|
return;
|
||
|
}*/
|
||
|
|
||
|
|
||
|
/*if (!ShowBlslogo)
|
||
|
{
|
||
|
pic = Draw_CachePic ("gfx/lscreen/blstrans");
|
||
|
Draw_Pic (scr_vrect.x, scr_vrect.y, pic);
|
||
|
}*/
|
||
|
/*if (loadingScreen == 1)
|
||
|
Draw_Pic (scr_vrect.x, scr_vrect.y, ls_wahnsinn);*/
|
||
|
//else if (loadingScreen == 2)
|
||
|
/*Draw_Pic (scr_vrect.x, scr_vrect.y, ls_anstieg);*//*
|
||
|
else if (loadingScreen == 3)
|
||
|
{
|
||
|
pic = Draw_CachePic ("gfx/lscreen/psp_ch");
|
||
|
Draw_Pic (scr_vrect.x, scr_vrect.y, pic);
|
||
|
}
|
||
|
else if (loadingScreen == 4)
|
||
|
{
|
||
|
pic = Draw_CachePic ("gfx/lscreen/psp_warehouse");
|
||
|
Draw_Pic (scr_vrect.x, scr_vrect.y, pic);
|
||
|
}*/
|
||
|
|
||
|
// loading screens
|
||
|
switch(loadingScreen) {
|
||
|
//case 1: Draw_Pic(scr_vrect.x, scr_vrect.y, ls_ndu); break;
|
||
|
//case 2: Draw_Pic(scr_vrect.x, scr_vrect.y, ls_warehouse); break;
|
||
|
//case 3: Draw_Pic(scr_vrect.x, scr_vrect.y, ls_xmas); break;
|
||
|
}
|
||
|
|
||
|
if (loadingtimechange < Sys_FloatTime ())
|
||
|
{
|
||
|
lodinglinetext = ReturnLoadingtex();
|
||
|
loadingtimechange = Sys_FloatTime () + 5;
|
||
|
}
|
||
|
|
||
|
if (key_dest == key_game) {
|
||
|
Draw_String (0, 0, lodinglinetext);
|
||
|
|
||
|
if (lodinglinetext == "Please help me find the meaning of . Thanks.") {
|
||
|
awoo = Draw_CacheImg("gfx/menu/awoo");
|
||
|
Draw_Pic(284, 0, awoo);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
SCR_SetUpToDrawConsole
|
||
|
==================
|
||
|
*/
|
||
|
void SCR_SetUpToDrawConsole (void)
|
||
|
{
|
||
|
Con_CheckResize ();
|
||
|
|
||
|
if (scr_drawloading)
|
||
|
return; // never a console with loading plaque
|
||
|
|
||
|
// decide on the height of the console
|
||
|
if (!cl.worldmodel || cls.signon != SIGNONS)//blubs here, undid it actually
|
||
|
{
|
||
|
con_forcedup = qtrue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
con_forcedup = qfalse;
|
||
|
}
|
||
|
|
||
|
if (con_forcedup)
|
||
|
{
|
||
|
scr_conlines = vid.height; // full screen
|
||
|
scr_con_current = scr_conlines;
|
||
|
}
|
||
|
else if (key_dest == key_console)
|
||
|
scr_conlines = vid.height/2; // half screen
|
||
|
else
|
||
|
scr_conlines = 0; // none visible
|
||
|
|
||
|
if (scr_conlines < scr_con_current)
|
||
|
{
|
||
|
scr_con_current -= scr_conspeed.value*host_frametime;
|
||
|
if (scr_conlines > scr_con_current)
|
||
|
scr_con_current = scr_conlines;
|
||
|
|
||
|
}
|
||
|
else if (scr_conlines > scr_con_current)
|
||
|
{
|
||
|
scr_con_current += scr_conspeed.value*host_frametime;
|
||
|
if (scr_conlines < scr_con_current)
|
||
|
scr_con_current = scr_conlines;
|
||
|
}
|
||
|
|
||
|
if (clearnotify++ < vid.numpages)
|
||
|
{
|
||
|
}
|
||
|
else
|
||
|
con_notifylines = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
SCR_DrawConsole
|
||
|
==================
|
||
|
*/
|
||
|
void SCR_DrawConsole (void)
|
||
|
{
|
||
|
if (scr_con_current)
|
||
|
{
|
||
|
scr_copyeverything = 1;
|
||
|
Con_DrawConsole (scr_con_current, qtrue);
|
||
|
clearconsole = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (key_dest == key_game || key_dest == key_message)
|
||
|
Con_DrawNotify (); // only draw notify in game
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
SCR_BeginLoadingPlaque
|
||
|
|
||
|
================
|
||
|
*/
|
||
|
void SCR_BeginLoadingPlaque (void)
|
||
|
{
|
||
|
CDAudio_Pause();
|
||
|
S_StopAllSounds (qtrue);
|
||
|
|
||
|
if (cls.state != ca_connected)
|
||
|
return;
|
||
|
if (cls.signon != SIGNONS)//blubs editted this
|
||
|
return;
|
||
|
|
||
|
// redraw with no console and the loading plaque
|
||
|
Con_ClearNotify ();
|
||
|
scr_centertime_off = 0;
|
||
|
scr_con_current = 0;
|
||
|
|
||
|
scr_drawloading = qtrue;
|
||
|
scr_fullupdate = 0;
|
||
|
SCR_UpdateScreen ();
|
||
|
scr_drawloading = qfalse;
|
||
|
|
||
|
scr_disabled_for_loading = qtrue;
|
||
|
scr_disabled_time = realtime;
|
||
|
scr_fullupdate = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
SCR_EndLoadingPlaque
|
||
|
|
||
|
================
|
||
|
*/
|
||
|
void SCR_EndLoadingPlaque (void)
|
||
|
{
|
||
|
scr_disabled_for_loading = qfalse;
|
||
|
scr_fullupdate = 0;
|
||
|
Con_ClearNotify ();
|
||
|
CDAudio_Resume();
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
char *scr_notifystring;
|
||
|
qboolean scr_drawdialog;
|
||
|
|
||
|
void SCR_DrawNotifyString (void)
|
||
|
{
|
||
|
char *start;
|
||
|
int l;
|
||
|
int j;
|
||
|
int x, y;
|
||
|
|
||
|
start = scr_notifystring;
|
||
|
|
||
|
y = vid.height*0.35f;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
// scan the width of the line
|
||
|
for (l=0 ; l<40 ; l++)
|
||
|
if (start[l] == '\n' || !start[l])
|
||
|
break;
|
||
|
x = (vid.width - l*8)/2;
|
||
|
for (j=0 ; j<l ; j++, x+=8)
|
||
|
Draw_Character (x, y, start[j]);
|
||
|
|
||
|
y += 8;
|
||
|
|
||
|
while (*start && *start != '\n')
|
||
|
start++;
|
||
|
|
||
|
if (!*start)
|
||
|
break;
|
||
|
start++; // skip the \n
|
||
|
} while (1);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
SCR_ModalMessage
|
||
|
|
||
|
Displays a text string in the center of the screen and waits for a Y or N
|
||
|
keypress.
|
||
|
==================
|
||
|
*/
|
||
|
int SCR_ModalMessage (char *text)
|
||
|
{
|
||
|
if (cls.state == ca_dedicated)
|
||
|
return qtrue;
|
||
|
|
||
|
scr_notifystring = text;
|
||
|
|
||
|
// draw a fresh screen
|
||
|
scr_fullupdate = 0;
|
||
|
scr_drawdialog = qtrue;
|
||
|
SCR_UpdateScreen ();
|
||
|
scr_drawdialog = qfalse;
|
||
|
|
||
|
S_ClearBuffer (); // so dma doesn't loop current sound
|
||
|
|
||
|
do
|
||
|
{
|
||
|
key_count = -1; // wait for a key down and up
|
||
|
Sys_SendKeyEvents ();
|
||
|
} while (key_lastpress != 'y' && key_lastpress != 'n' && key_lastpress != K_ESCAPE);
|
||
|
|
||
|
scr_fullupdate = 0;
|
||
|
SCR_UpdateScreen ();
|
||
|
|
||
|
return key_lastpress == 'y';
|
||
|
}
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
SCR_BringDownConsole
|
||
|
|
||
|
Brings the console down and fades the palettes back to normal
|
||
|
================
|
||
|
*/
|
||
|
void SCR_BringDownConsole (void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
scr_centertime_off = 0;
|
||
|
|
||
|
for (i=0 ; i<20 && scr_conlines != scr_con_current ; i++)
|
||
|
SCR_UpdateScreen ();
|
||
|
|
||
|
cl.cshifts[0].percent = 0; // no area contents palette on next frame
|
||
|
VID_SetPalette (host_basepal);
|
||
|
}
|
||
|
|
||
|
void Draw_Crosshair (void);
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
SCR_UpdateScreen
|
||
|
|
||
|
This is called every frame, and can also be called explicitly to flush
|
||
|
text to the screen.
|
||
|
|
||
|
WARNING: be very careful calling this from elsewhere, because the refresh
|
||
|
needs almost the entire 256k of stack space!
|
||
|
==================
|
||
|
*/
|
||
|
|
||
|
int GetWeaponZoomAmmount (void)
|
||
|
{
|
||
|
switch (cl.stats[STAT_ACTIVEWEAPON])
|
||
|
{
|
||
|
case W_MP40:
|
||
|
case W_357:
|
||
|
case W_SAWNOFF:
|
||
|
case W_TRENCH:
|
||
|
case W_PANZER:
|
||
|
case W_RAY:
|
||
|
case W_THOMPSON:
|
||
|
case W_COLT:
|
||
|
case W_PPSH:
|
||
|
case W_TYPE:
|
||
|
//case W_TESLA:
|
||
|
return 5;
|
||
|
break;
|
||
|
case W_STG:
|
||
|
case W_BROWNING:
|
||
|
return 10;
|
||
|
break;
|
||
|
case W_KAR:
|
||
|
case W_GEWEHR:
|
||
|
case W_M1:
|
||
|
case W_M1A1:
|
||
|
case W_BAR:
|
||
|
case W_FG:
|
||
|
case W_KAR_SCOPE:
|
||
|
case W_PTRS:
|
||
|
//case W_HEADCRACKER:
|
||
|
//case W_PENETRATOR:
|
||
|
return 20;
|
||
|
break;
|
||
|
default:
|
||
|
return 5;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
float zoomin_time;
|
||
|
int original_fov;
|
||
|
void SCR_UpdateScreen (void)
|
||
|
{
|
||
|
if (block_drawing)
|
||
|
return;
|
||
|
|
||
|
scr_copytop = 0;
|
||
|
scr_copyeverything = 0;
|
||
|
|
||
|
//screen is disabled for loading, and we don't have any loading steps...?
|
||
|
if (scr_disabled_for_loading && !loading_num_step)
|
||
|
{
|
||
|
if (realtime - scr_disabled_time > 60)
|
||
|
{
|
||
|
scr_disabled_for_loading = qfalse;
|
||
|
Con_Printf ("load failed.\n");
|
||
|
}
|
||
|
else
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!scr_initialized || !con_initialized)
|
||
|
return; // not initialized yet
|
||
|
|
||
|
//if(cls.state == ca_connected && cls.signon == SIGNONS)
|
||
|
//{
|
||
|
// Con_Printf("Attempting to update screen! \n");
|
||
|
//}
|
||
|
|
||
|
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
|
||
|
//
|
||
|
// determine size of refresh window
|
||
|
//
|
||
|
if (cl.stats[STAT_ZOOM] == 1)
|
||
|
{
|
||
|
/*if (zoomin_time == 0 && !original_fov)
|
||
|
{
|
||
|
original_fov = scr_fov.value;
|
||
|
zoomin_time = Sys_FloatTime () + 0.01;
|
||
|
Cvar_SetValue ("fov", scr_fov.value - 2.5);
|
||
|
|
||
|
}
|
||
|
else if (zoomin_time < Sys_FloatTime ())
|
||
|
{
|
||
|
int tempfloat = original_fov - GetWeaponZoomAmmount();
|
||
|
if (scr_fov.value > tempfloat)
|
||
|
{
|
||
|
zoomin_time = Sys_FloatTime () + 0.01;
|
||
|
Cvar_SetValue ("fov", scr_fov.value - 2.5);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Cvar_SetValue ("fov", tempfloat);
|
||
|
zoomin_time = 0;
|
||
|
}
|
||
|
}*/
|
||
|
if(!original_fov)
|
||
|
original_fov = scr_fov.value;
|
||
|
if(scr_fov.value > (GetWeaponZoomAmmount() + 1))//+1 for accounting for floating point inaccurraces
|
||
|
{
|
||
|
scr_fov.value += ((original_fov - GetWeaponZoomAmmount()) - scr_fov.value) * 0.25;
|
||
|
Cvar_SetValue("fov",scr_fov.value);
|
||
|
}
|
||
|
}
|
||
|
else if (cl.stats[STAT_ZOOM] == 2)
|
||
|
{
|
||
|
Cvar_SetValue ("fov", 30);
|
||
|
zoomin_time = 0;
|
||
|
}
|
||
|
else if (cl.stats[STAT_ZOOM] == 3)
|
||
|
{
|
||
|
if(!original_fov)
|
||
|
original_fov = scr_fov.value;
|
||
|
//original_fov = scr_fov.value;
|
||
|
scr_fov.value += (original_fov - 10 - scr_fov.value) * 0.3;
|
||
|
Cvar_SetValue("fov",scr_fov.value);
|
||
|
}
|
||
|
else if (cl.stats[STAT_ZOOM] == 0 && original_fov != 0)
|
||
|
{
|
||
|
/*zoomin_time = Sys_FloatTime () + 0.01;
|
||
|
Cvar_SetValue ("fov", scr_fov.value + 2.5);
|
||
|
if (scr_fov.value == original_fov)
|
||
|
{
|
||
|
zoomin_time = 0;
|
||
|
original_fov = 0;
|
||
|
}*/
|
||
|
if(scr_fov.value < (original_fov + 1))//+1 for accounting for floating point inaccuracies
|
||
|
{
|
||
|
scr_fov.value += (original_fov - scr_fov.value) * 0.25;
|
||
|
Cvar_SetValue("fov",scr_fov.value);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
original_fov = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if (oldfov != scr_fov.value)
|
||
|
{
|
||
|
oldfov = scr_fov.value;
|
||
|
vid.recalc_refdef = qtrue;
|
||
|
}
|
||
|
|
||
|
if (oldscreensize != 120)
|
||
|
{
|
||
|
oldscreensize = 120;
|
||
|
vid.recalc_refdef = qtrue;
|
||
|
}
|
||
|
|
||
|
if (vid.recalc_refdef)
|
||
|
SCR_CalcRefdef ();
|
||
|
|
||
|
//
|
||
|
// do 3D refresh drawing, and then update the screen
|
||
|
//
|
||
|
SCR_SetUpToDrawConsole ();
|
||
|
|
||
|
V_RenderView ();
|
||
|
|
||
|
GL_Set2D ();
|
||
|
|
||
|
Draw_Crosshair ();
|
||
|
|
||
|
//muff - to show FPS on screen
|
||
|
SCR_DrawFPS ();
|
||
|
SCR_DrawBAT ();
|
||
|
SCR_DrawPause ();
|
||
|
SCR_CheckDrawCenterString ();
|
||
|
SCR_CheckDrawUseString ();
|
||
|
HUD_Draw ();
|
||
|
SCR_DrawConsole ();
|
||
|
M_Draw ();
|
||
|
|
||
|
if(scr_loadscreen.value)
|
||
|
SCR_DrawLoadScreen();
|
||
|
|
||
|
Draw_LoadingFill();
|
||
|
|
||
|
V_UpdatePalette ();
|
||
|
|
||
|
GL_EndRendering ();
|
||
|
}
|
||
|
|