glquake/source/gl_screen.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// screen.c -- master for refresh, status bar, console, chat, notify, etc
#include "quakedef.h"
/*
background clear
rendering
turtle/net/ram icons
sbar
centerprint / slow centerprint
notify lines
intermission / finale overlay
loading plaque
console
menu
required background clears
required update regions
syncronous draw mode or async
One off screen buffer, with updates either copied or xblited
Need to double buffer?
async draw will require the refresh area to be cleared, because it will be
xblited, but sync draw can just ignore it.
sync
draw
CenterPrint ()
SlowPrint ()
Screen_Update ();
Con_Printf ();
net
turn off messages option
the refresh is allways rendered, unless the console is full screen
console is:
notify lines
half
full
*/
int glx, gly, glwidth, glheight;
// only the refresh window will be updated unless these variables are flagged
int scr_copytop;
int scr_copyeverything;
float scr_con_current;
float scr_conlines; // lines of console to display
float oldscreensize, oldfov;
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cvar_t scr_viewsize = {"viewsize","100", true};
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cvar_t scr_fov = {"fov","90"}; // 10 - 170
cvar_t scr_fov_viewmodel = {"r_viewmodel_fov","70"};
cvar_t scr_conspeed = {"scr_conspeed","300"};
cvar_t scr_centertime = {"scr_centertime","2"};
cvar_t scr_showram = {"showram","1"};
cvar_t scr_showturtle = {"showturtle","0"};
cvar_t scr_showpause = {"showpause","1"};
cvar_t scr_printspeed = {"scr_printspeed","8"};
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cvar_t scr_showfps = {"scr_showfps", "0"};
cvar_t scr_loadscreen = {"scr_loadscreen","1"};
cvar_t gl_triplebuffer = {"gl_triplebuffer", "1", true };
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cvar_t cl_crosshair_debug = {"cl_crosshair_debug", "0", true};
extern cvar_t crosshair;
qboolean scr_initialized; // ready to draw
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qpic_t *hitmark;
qpic_t *lscreen;
int scr_fullupdate;
int loadingScreen;
int ShowBlslogo;
qboolean loadscreeninit;
char* loadname2;
char* loadnamespec;
int clearconsole;
int clearnotify;
int sb_lines;
viddef_t vid; // global video state
vrect_t scr_vrect;
qboolean scr_disabled_for_loading;
qboolean scr_drawloading;
float scr_disabled_time;
qboolean block_drawing;
void SCR_ScreenShot_f (void);
/*
===============================================================================
CENTER PRINTING
===============================================================================
*/
char scr_centerstring[1024];
float scr_centertime_start; // for slow victory printing
float scr_centertime_off;
int scr_center_lines;
int scr_erase_lines;
int scr_erase_center;
/*
==============
SCR_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void SCR_CenterPrint (char *str)
{
strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1);
scr_centertime_off = scr_centertime.value;
scr_centertime_start = cl.time;
// count the number of lines for centering
scr_center_lines = 1;
while (*str)
{
if (*str == '\n')
scr_center_lines++;
str++;
}
}
void SCR_DrawCenterString (void)
{
char *start;
int l;
int j;
int x, y;
int remaining;
// the finale prints the characters one at a time
if (cl.intermission)
remaining = scr_printspeed.value * (cl.time - scr_centertime_start);
else
remaining = 9999;
scr_erase_center = 0;
start = scr_centerstring;
if (scr_center_lines <= 4)
y = vid.height*0.35;
else
y = 48;
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]);
if (!remaining--)
return;
}
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
void SCR_CheckDrawCenterString (void)
{
scr_copytop = 1;
if (scr_center_lines > scr_erase_lines)
scr_erase_lines = scr_center_lines;
scr_centertime_off -= host_frametime;
if (scr_centertime_off <= 0 && !cl.intermission)
return;
if (key_dest != key_game)
return;
SCR_DrawCenterString ();
}
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/*
===============================================================================
Press somthing printing
===============================================================================
*/
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char scr_usestring[64];
char scr_usestring2[64];
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float scr_usetime_off = 0.0f;
int button_pic_x;
extern qpic_t *b_abutton;
extern qpic_t *b_bbutton;
extern qpic_t *b_ybutton;
extern qpic_t *b_xbutton;
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extern qpic_t *b_left;
extern qpic_t *b_right;
extern qpic_t *b_up;
extern qpic_t *b_down;
extern qpic_t *b_lt;
extern qpic_t *b_rt;
extern qpic_t *b_start;
extern qpic_t *b_select;
extern qpic_t *b_zlt;
extern qpic_t *b_zrt;
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/*
==============
SCR_UsePrint
Similiar to above, but will also print the current button for the action.
==============
*/
qpic_t *GetButtonIcon (char *buttonname)
{
int j;
int l;
char *b;
l = strlen(buttonname);
for (j=0 ; j<256 ; j++)
{
b = keybindings[j];
if (!b)
continue;
if (!strncmp (b, buttonname, l) )
{
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// naievil -- need to fix these
if (!strcmp(Key_KeynumToString(j), "PADUP"))
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return b_up;
else if (!strcmp(Key_KeynumToString(j), "PADDOWN"))
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return b_down;
else if (!strcmp(Key_KeynumToString(j), "PADLEFT"))
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return b_left;
else if (!strcmp(Key_KeynumToString(j), "PADRIGHT"))
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return b_right;
else if (!strcmp(Key_KeynumToString(j), "SELECT"))
return b_select;
else if (!strcmp(Key_KeynumToString(j), "ABUTTON"))
return b_abutton;
else if (!strcmp(Key_KeynumToString(j), "BBUTTON"))
return b_bbutton;
else if (!strcmp(Key_KeynumToString(j), "XBUTTON"))
return b_xbutton;
else if (!strcmp(Key_KeynumToString(j), "YBUTTON"))
return b_ybutton;
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else if (!strcmp(Key_KeynumToString(j), "LTRIGGER"))
return b_lt;
else if (!strcmp(Key_KeynumToString(j), "RTRIGGER"))
return b_rt;
else if (!strcmp(Key_KeynumToString(j), "ZLTRIGGER"))
return b_zlt;
else if (!strcmp(Key_KeynumToString(j), "ZRTRIGGER"))
return b_zrt;
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}
}
return b_abutton;
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}
char *GetUseButtonL ()
{
int j;
int l;
char *b;
l = strlen("+use");
for (j=0 ; j<256 ; j++)
{
b = keybindings[j];
if (!b)
continue;
if (!strncmp (b, "+use", l) )
{
if (!strcmp(Key_KeynumToString(j), "SELECT") ||
!strcmp(Key_KeynumToString(j), "LTRIGGER") ||
!strcmp(Key_KeynumToString(j), "RTRIGGER") ||
!strcmp(Key_KeynumToString(j), "HOME"))
return " ";
else
return " ";
}
}
return " ";
}
char *GetPerkName (int perk)
{
switch (perk)
{
case 1:
return "Quick Revive";
case 2:
return "Juggernog";
case 3:
return "Speed Cola";
case 4:
return "Double Tap";
case 5:
return "Stamin-Up";
case 6:
return "PhD Flopper";
case 7:
return "Deadshot Daiquiri";
case 8:
return "Mule Kick";
default:
return "NULL";
}
}
void SCR_UsePrint (int type, int cost, int weapon)
{
//naievil -- fixme
char s[128];
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char c[128];
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switch (type)
{
case 0://clear
strcpy(s, "");
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strcpy(c, "");
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break;
case 1://door
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strcpy(s, va("Hold %s to open Door\n", GetUseButtonL()));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 2://debris
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strcpy(s, va("Hold %s to remove Debris\n", GetUseButtonL()));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 3://ammo
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strcpy(s, va("Hold %s to buy Ammo for %s\n", GetUseButtonL(), pr_strings+sv_player->v.Weapon_Name_Touch));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 4://weapon
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strcpy(s, va("Hold %s to buy %s\n", GetUseButtonL(), pr_strings+sv_player->v.Weapon_Name_Touch));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 5://window
strcpy(s, va("Hold %s to Rebuild Barrier\n", GetUseButtonL()));
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strcpy(c, "");
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button_pic_x = 5;
break;
case 6://box
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strcpy(s, va("Hold %s to buy a Random Weapon\n", GetUseButtonL()));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 7://box take
strcpy(s, va("Press %s to take Weapon\n", GetUseButtonL()));
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strcpy(c, "");
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button_pic_x = 6;
break;
case 8://power
strcpy(s, "The Power must be Activated first\n");
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strcpy(c, "");
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button_pic_x = 100;
break;
case 9://perk
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strcpy(s, va("Hold %s to buy %s\n", GetUseButtonL(), GetPerkName(weapon)));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 10://turn on power
strcpy(s, va("Hold %s to Turn On the Power\n", GetUseButtonL()));
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strcpy(c, "");
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button_pic_x = 5;
break;
case 11://turn on trap
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strcpy(s, va("Hold %s to Activate the Trap\n", GetUseButtonL()));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 12://PAP
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strcpy(s, va("Hold %s to Pack-a-Punch\n", GetUseButtonL()));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 13://revive
strcpy(s, va("Hold %s to Fix your Code.. :)\n", GetUseButtonL()));
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strcpy(c, "");
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button_pic_x = 5;
break;
case 14://use teleporter (free)
strcpy(s, va("Hold %s to use Teleporter\n", GetUseButtonL()));
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strcpy(c, "");
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button_pic_x = 5;
break;
case 15://use teleporter (cost)
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strcpy(s, va("Hold %s to use Teleporter\n", GetUseButtonL()));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
case 16://tp cooldown
strcpy(s, "Teleporter is cooling down\n");
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strcpy(c, "");
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button_pic_x = 100;
break;
case 17://link
strcpy(s, va("Hold %s to initiate link to pad\n", GetUseButtonL()));
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strcpy(c, "");
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button_pic_x = 5;
break;
case 18://no link
strcpy(s, "Link not active\n");
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strcpy(c, "");
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button_pic_x = 100;
break;
case 19://finish link
strcpy(s, va("Hold %s to link pad with core\n", GetUseButtonL()));
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strcpy(c, "");
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button_pic_x = 5;
break;
case 20://buyable ending
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strcpy(s, va("Hold %s to End the Game\n", GetUseButtonL()));
strcpy(c, va("[Cost: %i]\n", cost));
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button_pic_x = 5;
break;
default:
Con_Printf ("No type defined in engine for useprint\n");
break;
}
strncpy (scr_usestring, va(s), sizeof(scr_usestring)-1);
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strncpy (scr_usestring2, va(c), sizeof(scr_usestring2)-1);
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scr_usetime_off = 0.1;
}
void SCR_DrawUseString (void)
{
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int l, l2;
int x, x2, y;
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if (cl.stats[STAT_HEALTH] < 0)
return;
// the finale prints the characters one at a time
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y = 160;
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l = strlen (scr_usestring);
x = (vid.width - l*8)/2;
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l2 = strlen (scr_usestring2);
x2 = (vid.width - l2*8)/2;
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Draw_String (x, y, scr_usestring);
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Draw_String (x2, y + 10, scr_usestring2);
Draw_Pic (x + button_pic_x*8, y - 4, GetButtonIcon("+use"));
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}
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);
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x = width/tanf(fov_x/360*M_PI);
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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)
{
vrect_t vrect;
float size;
int h;
qboolean full = false;
scr_fullupdate = 0; // force a background redraw
vid.recalc_refdef = 0;
// force the status bar to redraw
Sbar_Changed ();
//========================================
// bound viewsize
if (scr_viewsize.value < 30)
Cvar_Set ("viewsize","30");
if (scr_viewsize.value > 120)
Cvar_Set ("viewsize","120");
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// 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
if (cl.intermission)
size = 120;
else
size = scr_viewsize.value;
if (size >= 120)
sb_lines = 0; // no status bar at all
else if (size >= 110)
sb_lines = 24; // no inventory
else
sb_lines = 24+16+8;
if (scr_viewsize.value >= 100.0) {
full = true;
size = 100.0;
} else
size = scr_viewsize.value;
if (cl.intermission)
{
full = true;
size = 100;
sb_lines = 0;
}
size /= 100.0;
h = vid.height - sb_lines;
r_refdef.vrect.width = 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 = vid.height * size;
if (r_refdef.vrect.height > vid.height - sb_lines)
r_refdef.vrect.height = vid.height - sb_lines;
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_SizeUp_f
Keybinding command
=================
*/
void SCR_SizeUp_f (void)
{
Cvar_SetValue ("viewsize",scr_viewsize.value+10);
vid.recalc_refdef = 1;
}
/*
=================
SCR_SizeDown_f
Keybinding command
=================
*/
void SCR_SizeDown_f (void)
{
Cvar_SetValue ("viewsize",scr_viewsize.value-10);
vid.recalc_refdef = 1;
}
//============================================================================
/*
==================
SCR_Init
==================
*/
void SCR_Init (void)
{
Cvar_RegisterVariable (&scr_fov);
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Cvar_RegisterVariable (&scr_fov_viewmodel);
Cvar_RegisterVariable (&scr_viewsize);
Cvar_RegisterVariable (&scr_conspeed);
Cvar_RegisterVariable (&scr_showram);
Cvar_RegisterVariable (&scr_showturtle);
Cvar_RegisterVariable (&scr_showpause);
Cvar_RegisterVariable (&scr_centertime);
Cvar_RegisterVariable (&scr_printspeed);
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Cvar_RegisterVariable (&scr_showfps);
Cvar_RegisterVariable (&scr_loadscreen);
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Cvar_RegisterVariable (&cl_crosshair_debug);
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Cvar_RegisterVariable (&gl_triplebuffer);
//
// register our commands
//
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
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hitmark = Draw_CachePic("gfx/hud/hit_marker");
scr_initialized = true;
}
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//============================================================================
/*
==============
SCR_DrawFPS -- johnfitz
==============
*/
void SCR_DrawFPS (void)
{
static double oldtime = 0;
static double lastfps = 0;
static int oldframecount = 0;
double elapsed_time;
int frames;
elapsed_time = realtime - oldtime;
frames = r_framecount - oldframecount;
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if (elapsed_time < 0 || frames < 0)
{
oldtime = realtime;
oldframecount = r_framecount;
return;
}
// update value every 3/4 second
if (elapsed_time > 0.75)
{
lastfps = frames / elapsed_time;
oldtime = realtime;
oldframecount = r_framecount;
}
if (scr_showfps.value)
{
char st[16];
sprintf (st, "%4.0f fps", lastfps);
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Draw_String (300, 0, st);
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}
}
//=============================================================================
/*
==============
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
* greg
* Asher
* Bernerd
* Omar Alejandro
* TheSmashers
*/
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// 50 character limit
double loadingtimechange;
int loadingdot;
int loadingtextwidth;
char *lodinglinetext;
qpic_t *awoo;
char *ReturnLoadingtex (void)
{
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int StringNum = Random_Int(74);
switch(StringNum)
{
case 1:
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return "Released in 1996, Quake is over 25 years old!";
break;
case 2:
return "Use the Kar98-k to be the hero we want you to be!";
break;
case 3:
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return "Lots of modern engines are based on Quake!";
break;
case 4:
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return "NZ:P began development on September 27 2009!";
break;
case 5:
return "NZ:P was first released on December 25, 2010!";
break;
case 6:
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return "NZ:P Beta 1.1 has over 300,000 downloads!";
break;
case 7:
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return "NZ:P has been downloaded over 500,000 times!";
break;
case 8:
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return "NZ:P 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:
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return "This game has given us bad sleeping habits!";
break;
case 13:
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return "We had a lot of fun making this game!";
break;
case 14:
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return "Pro Tip: you can make your own custom map!";
break;
case 15:
return "Try Retro Mode, it's in the Graphics Settings!";
break;
case 16:
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return "Tired of our maps? Make your own or download some!";
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:
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return "Mikeage and Citra are awesome 3DS emulators!";
break;
case 24:
return "You dead yet?";
break;
case 25:
return "Now 21% cooler!";
break;
case 26:
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return "your lg is nothink on the lan!"; //what
break;
case 27:
return "I'm not your chaotic on dm6!";
break;
case 28:
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return "Shoot or knife zombies to kill them, up to you!";
break;
case 29:
return "How many people forgot to Compile today?";
break;
case 30:
return "ggnore";
break;
case 31:
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return "NZ:P is also on PC, Switch, Vita, and PSP!";
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:
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return "Also check out \"Halo Revamped\" for 3DS!";
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:
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return "Discord is ONLY for Thomas the Tank Engine RP!";
break;
case 45:
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return "\"Get rid of the 21% tip, it's an MLP reference.\"";
break;
case 46:
return "You're playing on a 3DS!";
break;
case 47:
return "Don't leak the beta!";
break;
case 48:
return "Jugger-Nog increases your health!";
break;
case 49:
return "greg was here";
break;
case 50:
return "Where the hell is the Mystery Box?!";
break;
case 51:
return "Zombies like getting shot.. I think.";
break;
case 52:
return "pro tip: aiming helps";
break;
case 53:
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return "\"my mom gave me plunger money\"";
break;
case 54:
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return "dolphin dive on top of your friend for god mode";
break;
case 55:
return "no free rides. ass, grass, or cash!";
break;
case 56:
return "nzp-team.github.io/latest/game.html";
break;
case 57:
return "im an mlg gamer girl so its pretty guaranteed";
break;
case 58:
return "this is a w because you cant have enough fnaf";
break;
case 59:
return "i hope santa drops bombs on the uk";
break;
case 60:
return "Hoyl shit, bro! You fucking ported fortnite!";
break;
case 61:
return "icarly feet futtishist.";
break;
case 62:
return "Well, it's impossible to play, I'm disgusted.";
break;
case 63:
return "I like my women to not be cartoons";
break;
case 64:
return "Plot twist: NZP was always broken";
break;
case 65:
return "testing some think.";
break;
case 66:
return "fnaf is older than gay marriage in the us";
break;
case 67:
return "i want that twink Obliterated";
break;
case 68:
return "i think he's started the femboy transition process";
break;
case 69:
return "nice";
break;
case 70:
return "He's FUCKING annoying";
break;
case 71:
return "yeah pog female bikers";
break;
case 72:
return "This is either a stroke of genius or just a stroke";
break;
case 73:
return "Play some Custom Maps!";
break;
}
return "wut wut";
}
qboolean load_screen_exists;
void SCR_DrawLoadScreen (void)
{
if (developer.value) {
return;
}
if (!con_forcedup) {
return;
}
if (loadingScreen) {
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Draw_FillByColor(0, 0, 400, 240, 0, 0, 0, 255);
if (!loadscreeninit) {
load_screen_exists = qfalse;
char* lpath;
lpath = (char*)Z_Malloc(sizeof(char)*32);
strcpy(lpath, "gfx/lscreen/");
strcat(lpath, loadname2);
lscreen = Draw_CachePic(lpath);
awoo = Draw_CachePic("gfx/menu/awoo");
if (lscreen != NULL)
load_screen_exists = qtrue;
loadscreeninit = qtrue;
}
if (load_screen_exists == qtrue)
Draw_StretchPic(scr_vrect.x, scr_vrect.y, lscreen, 400, 240);
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Draw_FillByColor(0, 0, 480, 24, 0, 0, 0, 175);
Draw_FillByColor(0, 216, 480, 24, 0, 0, 0, 175);
Draw_ColoredString(2, 4, loadnamespec, 255, 255, 0, 255, 2);
}
if (loadingtimechange < Sys_FloatTime ())
{
lodinglinetext = ReturnLoadingtex();
loadingtextwidth = strlen(lodinglinetext)*8;
loadingtimechange = Sys_FloatTime () + 5;
}
if (key_dest == key_game) {
Draw_ColoredString(vid.width/2 - loadingtextwidth/2, 225, lodinglinetext, 255, 255, 255, 255, 1);
if (strcmp(lodinglinetext, "Please help me find the meaning of . Thanks.") == 0) {
Draw_Pic(280, 225, 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
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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
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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;
}
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if (clearnotify++ < vid.numpages)
{
}
else
con_notifylines = 0;
}
/*
==================
SCR_DrawConsole
==================
*/
void SCR_DrawConsole (void)
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{
if (scr_con_current)
{
scr_copyeverything = 1;
Con_DrawConsole (scr_con_current, true);
clearconsole = 0;
}
else
{
if (key_dest == key_game || key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
}
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
/*
==================
SCR_ScreenShot_f
==================
*/
void SCR_ScreenShot_f (void)
{
byte *buffer;
char pcxname[80];
char checkname[MAX_OSPATH];
int i, c, temp;
//
// find a file name to save it to
//
strcpy(pcxname,"quake00.tga");
for (i=0 ; i<=99 ; i++)
{
pcxname[5] = i/10 + '0';
pcxname[6] = i%10 + '0';
sprintf (checkname, "%s/%s", com_gamedir, pcxname);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
if (i==100)
{
Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX file\n");
return;
}
buffer = malloc(glwidth*glheight*3 + 18);
memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = glwidth&255;
buffer[13] = glwidth>>8;
buffer[14] = glheight&255;
buffer[15] = glheight>>8;
buffer[16] = 24; // pixel size
glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
// swap rgb to bgr
c = 18+glwidth*glheight*3;
for (i=18 ; i<c ; i+=3)
{
temp = buffer[i];
buffer[i] = buffer[i+2];
buffer[i+2] = temp;
}
COM_WriteFile (pcxname, buffer, glwidth*glheight*3 + 18 );
free (buffer);
Con_Printf ("Wrote %s\n", pcxname);
}
//=============================================================================
/*
===============
SCR_BeginLoadingPlaque
================
*/
void SCR_BeginLoadingPlaque (void)
{
S_StopAllSounds (true);
if (cls.state != ca_connected)
return;
if (cls.signon != SIGNONS)
return;
// redraw with no console and the loading plaque
Con_ClearNotify ();
scr_centertime_off = 0;
scr_con_current = 0;
scr_drawloading = true;
scr_fullupdate = 0;
Sbar_Changed ();
SCR_UpdateScreen ();
scr_drawloading = false;
scr_disabled_for_loading = true;
scr_disabled_time = realtime;
scr_fullupdate = 0;
}
/*
===============
SCR_EndLoadingPlaque
================
*/
void SCR_EndLoadingPlaque (void)
{
scr_disabled_for_loading = false;
scr_fullupdate = 0;
Con_ClearNotify ();
}
//=============================================================================
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*0.35;
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 true;
scr_notifystring = text;
// draw a fresh screen
scr_fullupdate = 0;
scr_drawdialog = true;
SCR_UpdateScreen ();
scr_drawdialog = false;
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 SCR_TileClear (void)
{
if (r_refdef.vrect.x > 0) {
// left
Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - sb_lines);
// right
Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
vid.height - sb_lines);
}
if (r_refdef.vrect.y > 0) {
// top
Draw_TileClear (r_refdef.vrect.x, 0,
r_refdef.vrect.x + r_refdef.vrect.width,
r_refdef.vrect.y);
// bottom
Draw_TileClear (r_refdef.vrect.x,
r_refdef.vrect.y + r_refdef.vrect.height,
r_refdef.vrect.width,
vid.height - sb_lines -
(r_refdef.vrect.height + r_refdef.vrect.y));
}
}
/*
==================
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_COLT:
return 10;
break;
case W_SPRING:
case W_PULVERIZER:
case W_KAR:
case W_ARMAGEDDON:
return 25;
break;
case W_KAR_SCOPE:
case W_HEADCRACKER:
return 50;
break;
case W_THOMPSON:
case W_GIBS:
return 10;
break;
case W_TRENCH:
case W_GUT:
return 10;
break;
case W_357:
case W_KILLU:
return 5;
break;
case W_MG:
case W_BARRACUDA:
return 15;
break;
case W_DB:
case W_BORE:
case W_SAWNOFF:
return 10;
break;
case W_M1A1:
case W_WIDDER:
return 20;
break;
case W_BAR:
case W_WIDOW:
return 30;
break;
case W_FG:
case W_IMPELLER:
return 30;
break;
case W_GEWEHR:
case W_COMPRESSOR:
return 25;
break;
case W_PPSH:
case W_REAPER:
return 10;
break;
case W_MP40:
case W_AFTERBURNER:
return 10;
break;
case W_MP5:
case W_KOLLIDER:
return 10;
break;
case W_STG:
case W_SPATZ:
return 20;
break;
case W_M1:
case W_M1000:
return 25;
break;
case W_BROWNING:
case W_ACCELERATOR:
return 15;
break;
case W_PTRS:
case W_PENETRATOR:
return 50;
break;
case W_TYPE:
case W_SAMURAI:
return 10;
break;
case W_RAY:
case W_PORTER:
return 5;
break;
default:
return 5;
break;
}
}
float zoomin_time;
int original_fov;
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int original_view_fov;
void SCR_UpdateScreen (void)
{
static float oldscr_viewsize;
vrect_t vrect;
if (block_drawing)
return;
vid.numpages = 2 + gl_triplebuffer.value;
scr_copytop = 0;
scr_copyeverything = 0;
if (scr_disabled_for_loading)
{
if (realtime - scr_disabled_time > 60)
{
scr_disabled_for_loading = false;
Con_Printf ("load failed.\n");
}
else
return;
}
if (!scr_initialized || !con_initialized)
return; // not initialized yet
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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//
// determine size of refresh window
//
if (cl.stats[STAT_ZOOM] == 1)
{
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if(!original_fov) {
original_fov = scr_fov.value;
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original_view_fov = scr_fov_viewmodel.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;
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scr_fov_viewmodel.value += ((original_view_fov - GetWeaponZoomAmmount()) - scr_fov_viewmodel.value) * 0.25;
Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
}
}
else if (cl.stats[STAT_ZOOM] == 2)
{
Cvar_SetValue ("fov", 30);
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Cvar_SetValue ("r_viewmodel_fov", 30);
zoomin_time = 0;
}
else if (cl.stats[STAT_ZOOM] == 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;
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scr_fov_viewmodel.value += (original_view_fov - scr_fov_viewmodel.value) * 0.25;
Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
}
else
{
original_fov = 0;
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original_view_fov = 0;
}
}
if (oldfov != scr_fov.value)
{
oldfov = scr_fov.value;
vid.recalc_refdef = qtrue;
}
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if (oldscreensize != scr_viewsize.value)
{
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oldscreensize = scr_viewsize.value;
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 ();
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Draw_Crosshair ();
//muff - to show FPS on screen
SCR_DrawFPS ();
SCR_CheckDrawCenterString ();
SCR_CheckDrawUseString ();
HUD_Draw ();
SCR_DrawConsole ();
M_Draw ();
if(scr_loadscreen.value) {
SCR_DrawLoadScreen();
}
Draw_LoadingFill();
V_UpdatePalette ();
GL_EndRendering ();
}