glquake/source/cl_hud.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.
*/
// cl_hud.c -- status bar code
#include "quakedef.h"
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#ifdef __PSP__
#include <pspgu.h>
#include <pspmath.h>
#endif // __PSP__
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qpic_t *sb_round[5];
qpic_t *sb_round_num[10];
qpic_t *sb_moneyback;
qpic_t *instapic;
qpic_t *x2pic;
qpic_t *revivepic;
qpic_t *jugpic;
qpic_t *floppic;
qpic_t *staminpic;
qpic_t *doublepic;
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qpic_t *doublepic2;
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qpic_t *speedpic;
qpic_t *deadpic;
qpic_t *mulepic;
qpic_t *fragpic;
qpic_t *bettypic;
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#ifdef __PSP__
qpic_t *b_circle;
qpic_t *b_square;
qpic_t *b_cross;
qpic_t *b_triangle;
#elif _3DS
qpic_t *b_abutton;
qpic_t *b_bbutton;
qpic_t *b_xbutton;
qpic_t *b_ybutton;
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#endif // __PSP__
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qpic_t *b_left;
qpic_t *b_right;
qpic_t *b_up;
qpic_t *b_down;
qpic_t *b_lt;
qpic_t *b_rt;
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#ifdef __PSP__
qpic_t *b_home;
#elif _3DS
qpic_t *b_zlt;
qpic_t *b_zrt;
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#endif // __PSP__, _3DS
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qpic_t *b_start;
qpic_t *b_select;
qpic_t *fx_blood_lu;
qpic_t *fx_blood_ru;
qpic_t *fx_blood_ld;
qpic_t *fx_blood_rd;
qboolean sb_showscores;
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qboolean has_chaptertitle;
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qboolean doubletap_has_damage_buff;
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int x_value, y_value;
void M_DrawPic (int x, int y, qpic_t *pic);
double HUD_Change_time;//hide hud when not chagned
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double bettyprompt_time;
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double nameprint_time;
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double hud_maxammo_starttime;
double hud_maxammo_endtime;
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char player_name[16];
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extern cvar_t waypoint_mode;
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int screenflash_color;
double screenflash_duration;
int screenflash_type;
double screenflash_worktime;
double screenflash_starttime;
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int old_points;
int current_points;
int point_change_interval;
int point_change_interval_neg;
int alphabling = 0;
float round_center_x;
float round_center_y;
typedef struct
{
int points;
int negative;
float x;
float y;
float move_x;
float move_y;
double alive_time;
} point_change_t;
point_change_t point_change[10];
/*
===============
HUD_Init
===============
*/
void HUD_Init (void)
{
int i;
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has_chaptertitle = false;
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for (i=0 ; i<5 ; i++)
{
sb_round[i] = Draw_CachePic (va("gfx/hud/r%i",i + 1));
}
for (i=0 ; i<10 ; i++)
{
sb_round_num[i] = Draw_CachePic (va("gfx/hud/r_num%i",i));
}
sb_moneyback = Draw_CachePic ("gfx/hud/moneyback");
instapic = Draw_CachePic ("gfx/hud/in_kill");
x2pic = Draw_CachePic ("gfx/hud/2x");
revivepic = Draw_CachePic ("gfx/hud/revive");
jugpic = Draw_CachePic ("gfx/hud/jug");
floppic = Draw_CachePic ("gfx/hud/flopper");
staminpic = Draw_CachePic ("gfx/hud/stamin");
doublepic = Draw_CachePic ("gfx/hud/double");
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doublepic2 = Draw_CachePic ("gfx/hud/double2");
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speedpic = Draw_CachePic ("gfx/hud/speed");
deadpic = Draw_CachePic ("gfx/hud/dead");
mulepic = Draw_CachePic ("gfx/hud/mule");
fragpic = Draw_CachePic ("gfx/hud/frag");
bettypic = Draw_CachePic ("gfx/hud/betty");
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#ifdef __PSP__
b_circle = Draw_CachePic ("gfx/butticons/circle");
b_square = Draw_CachePic ("gfx/butticons/square");
b_cross = Draw_CachePic ("gfx/butticons/cross");
b_triangle = Draw_CachePic ("gfx/butticons/triangle");
b_left = Draw_CachePic ("gfx/butticons/left");
b_right = Draw_CachePic ("gfx/butticons/right");
b_up = Draw_CachePic ("gfx/butticons/up");
b_down = Draw_CachePic ("gfx/butticons/down");
b_lt = Draw_CachePic ("gfx/butticons/lt");
b_rt = Draw_CachePic ("gfx/butticons/rt");
b_start = Draw_CachePic ("gfx/butticons/start");
b_select = Draw_CachePic ("gfx/butticons/select");
b_home = Draw_CachePic ("gfx/butticons/home");
#elif _3DS
b_abutton = Draw_CachePic ("gfx/butticons/facebt_a");
b_bbutton = Draw_CachePic ("gfx/butticons/facebt_b");
b_ybutton = Draw_CachePic ("gfx/butticons/facebt_y");
b_xbutton = Draw_CachePic ("gfx/butticons/facebt_x");
b_left = Draw_CachePic ("gfx/butticons/dir_left");
b_right = Draw_CachePic ("gfx/butticons/dir_right");
b_up = Draw_CachePic ("gfx/butticons/dir_up");
b_down = Draw_CachePic ("gfx/butticons/dir_down");
b_lt = Draw_CachePic ("gfx/butticons/shldr_l");
b_rt = Draw_CachePic ("gfx/butticons/shldr_r");
b_zlt = Draw_CachePic ("gfx/butticons/shldr_zl");
b_zrt = Draw_CachePic ("gfx/butticons/shldr_zr");
b_start = Draw_CachePic ("gfx/butticons/func_sta");
b_select = Draw_CachePic ("gfx/butticons/func_sel");
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#endif // __PSP__, _3DS
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fx_blood_lu = Draw_CachePic ("gfx/hud/blood");
/*fx_blood_lu = Draw_CachePic ("gfx/hud/blood_tl");
/fx_blood_ru = Draw_CachePic ("gfx/hud/blood_tr");
fx_blood_ld = Draw_CachePic ("gfx/hud/blood_bl");
fx_blood_rd = Draw_CachePic ("gfx/hud/blood_br");*/
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#ifdef __PSP__
Achievement_Init();
#endif // __PSP__
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}
/*
===============
HUD_NewMap
===============
*/
void HUD_NewMap (void)
{
int i;
alphabling = 0;
for (i=0 ; i<10 ; i++)
{
point_change[i].points = 0;
point_change[i].negative = 0;
point_change[i].x = 0.0;
point_change[i].y = 0.0;
point_change[i].move_x = 0.0;
point_change[i].move_y = 0.0;
point_change[i].alive_time = 0.0;
}
old_points = 500;
current_points = 500;
point_change_interval = 0;
point_change_interval_neg = 0;
round_center_x = (vid.width - sb_round[0]->width) /2;
round_center_y = (vid.height - sb_round[0]->height) /2;
}
/*
=============
HUD_itoa
=============
*/
int HUD_itoa (int num, char *buf)
{
char *str;
int pow10;
int dig;
str = buf;
if (num < 0)
{
*str++ = '-';
num = -num;
}
for (pow10 = 10 ; num >= pow10 ; pow10 *= 10)
;
do
{
pow10 /= 10;
dig = num/pow10;
*str++ = '0'+dig;
num -= dig*pow10;
} while (pow10 != 1);
*str = 0;
return str-buf;
}
//=============================================================================
int pointsort[MAX_SCOREBOARD];
char scoreboardtext[MAX_SCOREBOARD][20];
int scoreboardtop[MAX_SCOREBOARD];
int scoreboardbottom[MAX_SCOREBOARD];
int scoreboardcount[MAX_SCOREBOARD];
int scoreboardlines;
/*
===============
HUD_Sorpoints
===============
*/
void HUD_Sortpoints (void)
{
int i, j, k;
// sort by points
scoreboardlines = 0;
for (i=0 ; i<cl.maxclients ; i++)
{
if (cl.scores[i].name[0])
{
pointsort[scoreboardlines] = i;
scoreboardlines++;
}
}
for (i=0 ; i<scoreboardlines ; i++)
for (j=0 ; j<scoreboardlines-1-i ; j++)
if (cl.scores[pointsort[j]].points < cl.scores[pointsort[j+1]].points)
{
k = pointsort[j];
pointsort[j] = pointsort[j+1];
pointsort[j+1] = k;
}
}
/*
===============
HUD_EndScreen
===============
*/
void HUD_EndScreen (void)
{
scoreboard_t *s;
char str[80];
int i, k, l;
int y, x, d;
HUD_Sortpoints ();
l = scoreboardlines;
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Draw_ColoredStringCentered(40, "GAME OVER", 255, 0, 0, 255, 1);
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sprintf (str,"You survived %3i rounds", cl.stats[STAT_ROUNDS]);
Draw_String ((vid.width - strlen (str)*8)/2, 52, str);
sprintf (str,"Name Kills Points");
x = (vid.width - strlen (str)*8)/2;
Draw_String (x, 68, str);
y = 0;
for (i=0; i<l ; i++)
{
k = pointsort[i];
s = &cl.scores[k];
if (!s->name[0])
continue;
Draw_String (x, 78 + y, s->name);
d = strlen (va("%i",s->kills));
Draw_String (x + (20 - d)*8, 78 + y, va("%i",s->kills));
d = strlen (va("%i",s->points));
Draw_String (x + (31 - d)*8, 78 + y, va("%i",s->points));
y += 10;
}
}
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//=============================================================================
//=============================================================================//
//===============================DRAW FUNCTIONS================================//
//=============================================================================//
/*
==================
HUD_Points
==================
*/
void HUD_Parse_Point_Change (int points, int negative, int x_start, int y_start)
{
int i, f;
char str[10];
i=9;
while (i>0)
{
point_change[i] = point_change[i - 1];
i--;
}
point_change[i].points = points;
point_change[i].negative = negative;
f = HUD_itoa (points, str);
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point_change[i].x = x_start + 10.0 + 8.0*f;
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point_change[i].y = y_start;
point_change[i].move_x = 1.0;
point_change[i].move_y = ((rand ()&0x7fff) / ((float)0x7fff)) - 0.5;
point_change[i].alive_time = Sys_FloatTime() + 0.4;
}
void HUD_Points (void)
{
int i, k, l;
int x, y, f, xplus;
scoreboard_t *s;
char str[12];
// scores
HUD_Sortpoints ();
// draw the text
l = scoreboardlines;
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x = 6;
y = vid.height - 72;
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for (i=0 ; i<l ; i++)
{
k = pointsort[i];
s = &cl.scores[k];
if (!s->name[0])
continue;
// draw background
// draw number
f = s->points;
if (f > current_points)
{
point_change_interval_neg = 0;
if (!point_change_interval)
{
point_change_interval = (int)(f - old_points)/55;;
}
current_points = old_points + point_change_interval;
if (f < current_points)
{
current_points = f;
point_change_interval = 0;
}
}
else if (f < current_points)
{
point_change_interval = 0;
if (!point_change_interval_neg)
{
point_change_interval_neg = (int)(old_points - f)/55;
}
current_points = old_points - point_change_interval_neg;
if (f > current_points)
{
current_points = f;
point_change_interval_neg = 0;
}
}
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Draw_Pic (x, y, sb_moneyback);
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xplus = getTextWidth(va("%i", current_points), 1);
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Draw_String (((64 - xplus)/2)+5, y + 3, va("%i", current_points));
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if (old_points != f)
{
if (f > old_points)
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HUD_Parse_Point_Change(f - old_points, 0, ((64 - xplus)/2)+5, y + 3);
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else
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HUD_Parse_Point_Change(old_points - f, 1, ((64 - xplus)/2)+5, y + 3);
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old_points = f;
}
y += 10;
}
}
/*
==================
HUD_Point_Change
==================
*/
void HUD_Point_Change (void)
{
int i;
for (i=0 ; i<10 ; i++)
{
if (point_change[i].points)
{
if (point_change[i].negative)
Draw_ColoredString (point_change[i].x, point_change[i].y, va ("-%i", point_change[i].points), 255, 0, 0, 255, 1);
else
Draw_ColoredString (point_change[i].x, point_change[i].y, va ("+%i", point_change[i].points), 255, 255, 0, 255, 1);
point_change[i].y = point_change[i].y + point_change[i].move_y;
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point_change[i].x = point_change[i].x + point_change[i].move_x;
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if (point_change[i].alive_time && point_change[i].alive_time < Sys_FloatTime())
{
point_change[i].points = 0;
point_change[i].negative = 0;
point_change[i].x = 0.0;
point_change[i].y = 0.0;
point_change[i].move_x = 0.0;
point_change[i].move_y = 0.0;
point_change[i].alive_time = 0.0;
}
}
}
}
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/*
==================
HUD_Blood
==================
*/
void HUD_Blood (void)
{
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float alpha;
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//blubswillrule:
//this function scales linearly from health = 0 to health = 100
//alpha = (100.0 - (float)cl.stats[STAT_HEALTH])/100*255;
//but we want the picture to be fully visible at health = 20, so use this function instead
alpha = (100.0 - ((1.25 * (float) cl.stats[STAT_HEALTH]) - 25))/100*255;
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if (alpha <= 0.0)
return;
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#ifdef PSP_VFPU
float modifier = (vfpu_sinf(cl.time * 10) * 20) - 20;//always negative
#else
float modifier = (sin(cl.time * 10) * 20) - 20;//always negative
#endif // PSP_VFPU
if(modifier < -35.0)
modifier = -35.0;
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alpha += modifier;
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if(alpha < 0.0)
return;
float color = 255.0 + modifier;
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Draw_ColoredStretchPic(0, 0, fx_blood_lu, vid.width, vid.height, color, color, color, alpha);
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}
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/*
===============
HUD_GetWorldText
===============
*/
// modified from scatter's worldspawn parser
// FIXME - unoptimized, could probably save a bit of
// memory here in the future.
void HUD_WorldText(int alpha)
{
// for parser
char key[128], value[4096];
char *data;
// first, parse worldspawn
data = COM_Parse(cl.worldmodel->entities);
if (!data)
return; // err
if (com_token[0] != '{')
return; // err
while(1) {
data = COM_Parse(data);
if (!data)
return; // err
if (com_token[0] == '}')
break; // end of worldspawn
if (com_token[0] == '_')
strcpy(key, com_token + 1);
else
strcpy(key, com_token);
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
data = COM_Parse(data);
if (!data)
return; // err
strcpy(value, com_token);
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if (!strcmp("chaptertitle", key)) // search for chaptertitle key
{
has_chaptertitle = true;
Draw_ColoredString(6, vid.height/2 + 10, value, 255, 255, 255, alpha, 1);
}
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if (!strcmp("location", key)) // search for location key
{
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Draw_ColoredString(6, vid.height/2 + 20, value, 255, 255, 255, alpha, 1);
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}
if (!strcmp("date", key)) // search for date key
{
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Draw_ColoredString(6, vid.height/2 + 30, value, 255, 255, 255, alpha, 1);
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}
if (!strcmp("person", key)) // search for person key
{
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Draw_ColoredString(6, vid.height/2 + 40, value, 255, 255, 255, alpha, 1);
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}
}
}
/*
===============
HUD_MaxAmmo
===============
*/
int maxammoy;
int maxammoopac;
void HUD_MaxAmmo(void)
{
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char* maxammo_string = "Max Ammo!";
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int start_y = 55;
int end_y = 45;
int diff_y = end_y - start_y;
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float text_alpha = 1.0f;
int pos_y;
double start_time, end_time;
// For the first 0.5s, stay still while we fade in
if (hud_maxammo_endtime > sv.time + 1.5) {
start_time = hud_maxammo_starttime;
end_time = hud_maxammo_starttime + 0.5;
text_alpha = (sv.time - start_time) / (end_time - start_time);
pos_y = start_y;
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}
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// For the remaining 1.5s, fade out while we fly upwards.
else {
start_time = hud_maxammo_starttime + 0.5;
end_time = hud_maxammo_endtime;
float percent_time = (sv.time - start_time) / (end_time - start_time);
pos_y = start_y + diff_y * percent_time;
text_alpha = 1 - percent_time;
}
Draw_ColoredStringCentered(pos_y, maxammo_string, 255, 255, 255, (int)(255 * text_alpha), 1);
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}
/*
===============
HUD_Rounds
===============
*/
float color_shift[3];
float color_shift_end[3];
float color_shift_steps[3];
int color_shift_init;
int blinking;
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float endroundchange;
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int textstate;
int value, value2;
int reallydumbvalue;
int f222;
int maxammoy;
int maxammoopac;
void HUD_Rounds (void)
{
int i, x_offset, icon_num, savex;
int num[3];
x_offset = 0;
savex = 0;
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// Round and Title text - cypress
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// extra creds to scatterbox for some x/y vals
// ------------------
// First, fade from white to red, ~3s duration
if (!textstate) {
if (!value)
value = 255;
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Draw_ColoredStringCentered(80, "Round", 255, value, value, 255, 2);
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value -= cl.time * 0.4;
// prep values for next stage
if (value <= 0) {
value = 255;
value2 = 0;
textstate = 1;
}
}
// Now, fade out, and start fading worldtext in
// ~3s for fade out,
else if (textstate == 1) {
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Draw_ColoredStringCentered(80, "Round", 255, 0, 0, value, 2);
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HUD_WorldText(value2);
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if (has_chaptertitle == false)
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Draw_ColoredString(6, vid.height/2 + 10, "'Nazi Zombies'", 255, 255, 255, value2, 1);
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value -= cl.time * 0.4;
value2 += cl.time * 0.4;
// prep values for next stage
if (value <= 0) {
value2 = 0;
textstate = 2;
}
}
// Hold world text for a few seconds
else if (textstate == 2) {
HUD_WorldText(255);
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if (has_chaptertitle == false)
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Draw_ColoredString(4, vid.height/2 + 10, "'Nazi Zombies'", 255, 255, 255, 255, 1);
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value2 += cl.time * 0.4;
if (value2 >= 255) {
value2 = 255;
textstate = 3;
}
}
// Fade worldtext out, finally.
else if (textstate == 3) {
HUD_WorldText(value2);
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if (has_chaptertitle == false)
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Draw_ColoredString(4, vid.height/2 + 10, "'Nazi Zombies'", 255, 255, 255, value2, 1);
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value2 -= cl.time * 0.4;
// prep values for next stage
if (value2 <= 0) {
textstate = -1;
}
}
// ------------------
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// End Round and Title text - cypress
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if (cl.stats[STAT_ROUNDCHANGE] == 1)//this is the rounds icon at the middle of the screen
{
if (textstate == -1) {
value = 0;
value2 = 0;
textstate = 0;
}
Draw_ColorPic ((vid.width - sb_round[0]->width) /2, (vid.height - sb_round[0]->height) /2, sb_round[0], 107, 1, 0, alphabling);
alphabling = alphabling + 15;
if (alphabling < 0)
alphabling = 0;
else if (alphabling > 255)
alphabling = 255;
}
else if (cl.stats[STAT_ROUNDCHANGE] == 2)//this is the rounds icon moving from middle
{
Draw_ColorPic (round_center_x, round_center_y, sb_round[0], 107, 1, 0, 255);
round_center_x = round_center_x - (229/108) - 0.2;
round_center_y = round_center_y + 1;
if (round_center_x <= 5)
round_center_x = 5;
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if (round_center_y >= vid.height - sb_round[0]->height - 2)
round_center_y = vid.height - sb_round[0]->height - 2;
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}
else if (cl.stats[STAT_ROUNDCHANGE] == 3)//shift to white
{
if (!color_shift_init)
{
color_shift[0] = 107;
color_shift[1] = 1;
color_shift[2] = 0;
for (i = 0; i < 3; i++)
{
color_shift_end[i] = 255;
color_shift_steps[i] = (color_shift_end[i] - color_shift[i])/60;
}
color_shift_init = 1;
}
for (i = 0; i < 3; i++)
{
if (color_shift[i] < color_shift_end[i])
color_shift[i] = color_shift[i] + color_shift_steps[i];
if (color_shift[i] >= color_shift_end[i])
color_shift[i] = color_shift_end[i];
}
if (cl.stats[STAT_ROUNDS] > 0 && cl.stats[STAT_ROUNDS] < 11)
{
for (i = 0; i < cl.stats[STAT_ROUNDS]; i++)
{
if (i == 4)
{
Draw_ColorPic (5, vid.height - sb_round[4]->height - 4, sb_round[4], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
savex = x_offset + 10;
x_offset = x_offset + 10;
continue;
}
if (i == 9)
{
Draw_ColorPic (5 + savex, vid.height - sb_round[4]->height - 4, sb_round[4], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
continue;
}
if (i > 4)
icon_num = i - 5;
else
icon_num = i;
Draw_ColorPic (5 + x_offset, vid.height - sb_round[icon_num]->height - 4, sb_round[icon_num], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round[icon_num]->width + 3;
}
}
else
{
if (cl.stats[STAT_ROUNDS] >= 100)
{
num[2] = (int)(cl.stats[STAT_ROUNDS]/100);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[2]]->height - 4, sb_round_num[num[2]], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round_num[num[2]]->width - 8;
}
else
num[2] = 0;
if (cl.stats[STAT_ROUNDS] >= 10)
{
num[1] = (int)((cl.stats[STAT_ROUNDS] - num[2]*100)/10);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[1]]->height - 4, sb_round_num[num[1]], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round_num[num[1]]->width - 8;
}
else
num[1] = 0;
num[0] = cl.stats[STAT_ROUNDS] - num[2]*100 - num[1]*10;
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[0]]->height - 4, sb_round_num[num[0]], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round_num[num[0]]->width - 8;
}
}
else if (cl.stats[STAT_ROUNDCHANGE] == 4)//blink white
{
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if (endroundchange > cl.time) {
blinking = (((int)(realtime*475)&510) - 255);
blinking = abs(blinking);
} else {
if (blinking)
blinking = blinking - 1;
else
blinking = 0;
}
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if (cl.stats[STAT_ROUNDS] > 0 && cl.stats[STAT_ROUNDS] < 11)
{
for (i = 0; i < cl.stats[STAT_ROUNDS]; i++)
{
if (i == 4)
{
Draw_ColorPic (5, vid.height - sb_round[4]->height - 4, sb_round[4], 255, 255, 255, blinking);
savex = x_offset + 10;
x_offset = x_offset + 10;
continue;
}
if (i == 9)
{
Draw_ColorPic (5 + savex, vid.height - sb_round[4]->height - 4, sb_round[4], 255, 255, 255, blinking);
continue;
}
if (i > 4)
icon_num = i - 5;
else
icon_num = i;
Draw_ColorPic (5 + x_offset, vid.height - sb_round[icon_num]->height - 4, sb_round[icon_num], 255, 255, 255, blinking);
x_offset = x_offset + sb_round[icon_num]->width + 3;
}
}
else
{
if (cl.stats[STAT_ROUNDS] >= 100)
{
num[2] = (int)(cl.stats[STAT_ROUNDS]/100);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[2]]->height - 4, sb_round_num[num[2]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[2]]->width - 8;
}
else
num[2] = 0;
if (cl.stats[STAT_ROUNDS] >= 10)
{
num[1] = (int)((cl.stats[STAT_ROUNDS] - num[2]*100)/10);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[1]]->height - 4, sb_round_num[num[1]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[1]]->width - 8;
}
else
num[1] = 0;
num[0] = cl.stats[STAT_ROUNDS] - num[2]*100 - num[1]*10;
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[0]]->height - 4, sb_round_num[num[0]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[0]]->width - 8;
}
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if (endroundchange == 0) {
endroundchange = cl.time + 7.5;
blinking = 0;
}
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}
else if (cl.stats[STAT_ROUNDCHANGE] == 5)//blink white
{
if (blinking > 0)
blinking = blinking - 10;
if (blinking < 0)
blinking = 0;
if (cl.stats[STAT_ROUNDS] > 0 && cl.stats[STAT_ROUNDS] < 11)
{
for (i = 0; i < cl.stats[STAT_ROUNDS]; i++)
{
if (i == 4)
{
Draw_ColorPic (5, vid.height - sb_round[4]->height - 4, sb_round[4], 255, 255, 255, blinking);
savex = x_offset + 10;
x_offset = x_offset + 10;
continue;
}
if (i == 9)
{
Draw_ColorPic (5 + savex, vid.height - sb_round[4]->height - 4, sb_round[4], 255, 255, 255, blinking);
continue;
}
if (i > 4)
icon_num = i - 5;
else
icon_num = i;
Draw_ColorPic (5 + x_offset, vid.height - sb_round[icon_num]->height - 4, sb_round[icon_num], 255, 255, 255, blinking);
x_offset = x_offset + sb_round[icon_num]->width + 3;
}
}
else
{
if (cl.stats[STAT_ROUNDS] >= 100)
{
num[2] = (int)(cl.stats[STAT_ROUNDS]/100);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[2]]->height - 4, sb_round_num[num[2]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[2]]->width - 8;
}
else
num[2] = 0;
if (cl.stats[STAT_ROUNDS] >= 10)
{
num[1] = (int)((cl.stats[STAT_ROUNDS] - num[2]*100)/10);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[1]]->height - 4, sb_round_num[num[1]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[1]]->width - 8;
}
else
num[1] = 0;
num[0] = cl.stats[STAT_ROUNDS] - num[2]*100 - num[1]*10;
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[0]]->height - 4, sb_round_num[num[0]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[0]]->width - 8;
}
}
else if (cl.stats[STAT_ROUNDCHANGE] == 6)//blink white while fading back
{
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if (endroundchange) {
endroundchange = 0;
blinking = 0;
}
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color_shift_init = 0;
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blinking += (int)(host_frametime*475);
if (blinking > 255) blinking = 255;
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if (cl.stats[STAT_ROUNDS] > 0 && cl.stats[STAT_ROUNDS] < 11)
{
for (i = 0; i < cl.stats[STAT_ROUNDS]; i++)
{
if (i == 4)
{
Draw_ColorPic (5, vid.height - sb_round[4]->height - 4, sb_round[4], 255, 255, 255, blinking);
savex = x_offset + 10;
x_offset = x_offset + 10;
continue;
}
if (i == 9)
{
Draw_ColorPic (5 + savex, vid.height - sb_round[4]->height - 4, sb_round[4], 255, 255, 255, blinking);
continue;
}
if (i > 4)
icon_num = i - 5;
else
icon_num = i;
Draw_ColorPic (5 + x_offset, vid.height - sb_round[icon_num]->height - 4, sb_round[icon_num], 255, 255, 255, blinking);
x_offset = x_offset + sb_round[icon_num]->width + 3;
}
}
else
{
if (cl.stats[STAT_ROUNDS] >= 100)
{
num[2] = (int)(cl.stats[STAT_ROUNDS]/100);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[2]]->height - 4, sb_round_num[num[2]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[2]]->width - 8;
}
else
num[2] = 0;
if (cl.stats[STAT_ROUNDS] >= 10)
{
num[1] = (int)((cl.stats[STAT_ROUNDS] - num[2]*100)/10);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[1]]->height - 4, sb_round_num[num[1]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[1]]->width - 8;
}
else
num[1] = 0;
num[0] = cl.stats[STAT_ROUNDS] - num[2]*100 - num[1]*10;
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[0]]->height - 4, sb_round_num[num[0]], 255, 255, 255, blinking);
x_offset = x_offset + sb_round_num[num[0]]->width - 8;
}
}
else if (cl.stats[STAT_ROUNDCHANGE] == 7)//blink white while fading back
{
if (!color_shift_init)
{
color_shift_end[0] = 107;
color_shift_end[1] = 1;
color_shift_end[2] = 0;
for (i = 0; i < 3; i++)
{
color_shift[i] = 255;
color_shift_steps[i] = (color_shift[i] - color_shift_end[i])/60;
}
color_shift_init = 1;
}
for (i = 0; i < 3; i++)
{
if (color_shift[i] > color_shift_end[i])
color_shift[i] = color_shift[i] - color_shift_steps[i];
if (color_shift[i] < color_shift_end[i])
color_shift[i] = color_shift_end[i];
}
if (cl.stats[STAT_ROUNDS] > 0 && cl.stats[STAT_ROUNDS] < 11)
{
for (i = 0; i < cl.stats[STAT_ROUNDS]; i++)
{
if (i == 4)
{
Draw_ColorPic (5, vid.height - sb_round[4]->height - 4, sb_round[4], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
savex = x_offset + 10;
x_offset = x_offset + 10;
continue;
}
if (i == 9)
{
Draw_ColorPic (5 + savex, vid.height - sb_round[4]->height - 4, sb_round[4], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
continue;
}
if (i > 4)
icon_num = i - 5;
else
icon_num = i;
Draw_ColorPic (5 + x_offset, vid.height - sb_round[icon_num]->height - 4, sb_round[icon_num], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round[icon_num]->width + 3;
}
}
else
{
if (cl.stats[STAT_ROUNDS] >= 100)
{
num[2] = (int)(cl.stats[STAT_ROUNDS]/100);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[2]]->height - 4, sb_round_num[num[2]], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round_num[num[2]]->width - 8;
}
else
num[2] = 0;
if (cl.stats[STAT_ROUNDS] >= 10)
{
num[1] = (int)((cl.stats[STAT_ROUNDS] - num[2]*100)/10);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[1]]->height - 4, sb_round_num[num[1]], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round_num[num[1]]->width - 8;
}
else
num[1] = 0;
num[0] = cl.stats[STAT_ROUNDS] - num[2]*100 - num[1]*10;
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[0]]->height - 4, sb_round_num[num[0]], (int)color_shift[0], (int)color_shift[1], (int)color_shift[2], 255);
x_offset = x_offset + sb_round_num[num[0]]->width - 8;
}
}
else
{
color_shift[0] = 107;
color_shift[1] = 1;
color_shift[2] = 0;
color_shift_init = 0;
alphabling = 0;
if (cl.stats[STAT_ROUNDS] > 0 && cl.stats[STAT_ROUNDS] < 11)
{
for (i = 0; i < cl.stats[STAT_ROUNDS]; i++)
{
if (i == 4)
{
Draw_ColorPic (5, vid.height - sb_round[4]->height - 4, sb_round[4], 107, 1, 0, 255);
savex = x_offset + 10;
x_offset = x_offset + 10;
continue;
}
if (i == 9)
{
Draw_ColorPic (5 + savex, vid.height - sb_round[4]->height - 4, sb_round[4], 107, 1, 0, 255);
continue;
}
if (i > 4)
icon_num = i - 5;
else
icon_num = i;
Draw_ColorPic (5 + x_offset, vid.height - sb_round[icon_num]->height - 4, sb_round[icon_num], 107, 1, 0, 255);
x_offset = x_offset + sb_round[icon_num]->width + 3;
}
}
else
{
if (cl.stats[STAT_ROUNDS] >= 100)
{
num[2] = (int)(cl.stats[STAT_ROUNDS]/100);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[2]]->height - 4, sb_round_num[num[2]], 107, 1, 0, 255);
x_offset = x_offset + sb_round_num[num[2]]->width - 8;
}
else
num[2] = 0;
if (cl.stats[STAT_ROUNDS] >= 10)
{
num[1] = (int)((cl.stats[STAT_ROUNDS] - num[2]*100)/10);
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[1]]->height - 4, sb_round_num[num[1]], 107, 1, 0, 255);
x_offset = x_offset + sb_round_num[num[1]]->width - 8;
}
else
num[1] = 0;
num[0] = cl.stats[STAT_ROUNDS] - num[2]*100 - num[1]*10;
if(cl.stats[STAT_ROUNDS] == 0)
return;
Draw_ColorPic (2 + x_offset, vid.height - sb_round_num[num[0]]->height - 4, sb_round_num[num[0]], 107, 1, 0, 255);
x_offset = x_offset + sb_round_num[num[0]]->width - 8;
}
}
}
/*
===============
HUD_Perks
===============
*/
#define P_JUG 1
#define P_DOUBLE 2
#define P_SPEED 4
#define P_REVIVE 8
#define P_FLOP 16
#define P_STAMIN 32
#define P_DEAD 64
#define P_MULE 128
int perk_order[9];
int current_perk_order;
void HUD_Perks (void)
{
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int x, y, scale;
x = 18;
y = 2;
scale = 22;
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// Double-Tap 2.0 specialty icon
qpic_t* double_tap_icon;
if (doubletap_has_damage_buff)
double_tap_icon = doublepic2;
else
double_tap_icon = doublepic;
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// Draw second column first -- these need to be
// overlayed below the first column.
for (int i = 4; i < 8; i++) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {Draw_StretchPic(x, y, jugpic, scale, scale);}
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if (perk_order[i] == P_DOUBLE) {Draw_StretchPic(x, y, double_tap_icon, scale, scale);}
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if (perk_order[i] == P_SPEED) {Draw_StretchPic(x, y, speedpic, scale, scale);}
if (perk_order[i] == P_REVIVE) {Draw_StretchPic(x, y, revivepic, scale, scale);}
if (perk_order[i] == P_FLOP) {Draw_StretchPic(x, y, floppic, scale, scale);}
if (perk_order[i] == P_STAMIN) {Draw_StretchPic(x, y, staminpic, scale, scale);}
if (perk_order[i] == P_DEAD) {Draw_StretchPic(x, y, deadpic, scale, scale);}
if (perk_order[i] == P_MULE) {Draw_StretchPic(x, y, mulepic, scale, scale);}
}
y += scale;
}
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x = 6;
y = 2;
// Now the first column.
for (int i = 0; i < 4; i++) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {Draw_StretchPic(x, y, jugpic, scale, scale);}
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if (perk_order[i] == P_DOUBLE) {Draw_StretchPic(x, y, double_tap_icon, scale, scale);}
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if (perk_order[i] == P_SPEED) {Draw_StretchPic(x, y, speedpic, scale, scale);}
if (perk_order[i] == P_REVIVE) {Draw_StretchPic(x, y, revivepic, scale, scale);}
if (perk_order[i] == P_FLOP) {Draw_StretchPic(x, y, floppic, scale, scale);}
if (perk_order[i] == P_STAMIN) {Draw_StretchPic(x, y, staminpic, scale, scale);}
if (perk_order[i] == P_DEAD) {Draw_StretchPic(x, y, deadpic, scale, scale);}
if (perk_order[i] == P_MULE) {Draw_StretchPic(x, y, mulepic, scale, scale);}
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}
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y += scale;
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}
}
/*
===============
HUD_Powerups
===============
*/
void HUD_Powerups (void)
{
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int count = 0;
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// horrible way to offset check :)))))))))))))))))) :DDDDDDDD XOXO
if (cl.stats[STAT_X2])
count++;
if (cl.stats[STAT_INSTA])
count++;
// both are avail draw fixed order
if (count == 2) {
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Draw_StretchPic((vid.width/2) - 27, vid.height - 29, x2pic, 26, 26);
Draw_StretchPic((vid.width/2) + 3, vid.height - 29, instapic, 26, 26);
} else {
if (cl.stats[STAT_X2])
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Draw_StretchPic((vid.width/2) - 13, vid.height - 29, x2pic, 26, 26);
if(cl.stats[STAT_INSTA])
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Draw_StretchPic ((vid.width/2) - 13, vid.height - 29, instapic, 26, 26);
}
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}
/*
===============
HUD_ProgressBar
===============
*/
void HUD_ProgressBar (void)
{
float progressbar;
if (cl.progress_bar)
{
progressbar = 100 - ((cl.progress_bar-sv.time)*10);
if (progressbar >= 100)
progressbar = 100;
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Draw_FillByColor ((vid.width)/2 - 51, vid.height*0.75 - 1, 102, 5, 0, 0, 0,100);
Draw_FillByColor ((vid.width)/2 - 50, vid.height*0.75, progressbar, 3, 255, 255, 255,100);
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Draw_String ((vid.width - (88))/2, vid.height*0.75 + 10, "Reviving...");
}
}
/*
===============
HUD_Achievement
Achievements based on code by Arkage
===============
*/
int achievement; // the background image
int achievement_unlocked;
char achievement_text[MAX_QPATH];
double achievement_time;
float smallsec;
int ach_pic;
void HUD_Achievement (void)
{
if (achievement_unlocked == 1)
{
smallsec = smallsec + 0.7;
if (smallsec >= 55)
smallsec = 55;
//Background image
//Sbar_DrawPic (176, 5, achievement);
// The achievement text
Draw_AlphaPic (30, smallsec - 50, achievement_list[ach_pic].img, 0.7f);
}
// Reset the achievement
if (Sys_FloatTime() >= achievement_time)
{
achievement_unlocked = 0;
}
}
void HUD_Parse_Achievement (int ach)
{
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if (achievement_list[ach].unlocked)
return;
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achievement_unlocked = 1;
smallsec = 0;
achievement_time = Sys_FloatTime() + 10;
ach_pic = ach;
achievement_list[ach].unlocked = 1;
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#ifdef __PSP__
Save_Achivements();
#endif // __PSP__
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}
/*
===============
HUD_Ammo
===============
*/
int GetLowAmmo(int weapon, int type)
{
switch (weapon)
{
case W_COLT: if (type) return 2; else return 16;
case W_KAR: if (type) return 1; else return 10;
case W_KAR_SCOPE: if (type) return 1; else return 10;
case W_M1A1: if (type) return 4; else return 24;
case W_SAWNOFF: if (type) return 1; else return 12;
case W_DB: if (type) return 1; else return 12;
case W_THOMPSON: if (type) return 6; else return 40;
case W_BAR: if (type) return 6; else return 28;
default: return 0;
}
}
int IsDualWeapon(int weapon)
{
switch(weapon) {
case W_BIATCH:
case W_SNUFF:
return 1;
default:
return 0;
}
return 0;
}
void HUD_Ammo (void)
{
char* magstring;
int reslen;
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reslen = getTextWidth(va("/%i", cl.stats[STAT_AMMO]), 1);
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//
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// Magazine
//
magstring = va("%i", cl.stats[STAT_CURRENTMAG]);
if (GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 1) >= cl.stats[STAT_CURRENTMAG]) {
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Draw_ColoredString(((vid.width - 55) - (reslen)) - getTextWidth(magstring, 1), vid.height - 25, magstring, 255, 0, 0, 255, 1);
} else {
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Draw_ColoredString(((vid.width - 55) - (reslen)) - getTextWidth(magstring, 1), vid.height - 25, magstring, 255, 255, 255, 255, 1);
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}
//
// Reserve Ammo
//
magstring = va("/%i", cl.stats[STAT_AMMO]);
if (GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 0) >= cl.stats[STAT_AMMO]) {
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Draw_ColoredString((vid.width - 55) - getTextWidth(magstring, 1), vid.height - 25, magstring, 255, 0, 0, 255, 1);
} else {
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Draw_ColoredString((vid.width - 55) - getTextWidth(magstring, 1), vid.height - 25, magstring, 255, 255, 255, 255, 1);
}
//
// Second Magazine
//
if (IsDualWeapon(cl.stats[STAT_ACTIVEWEAPON])) {
magstring = va("%i", cl.stats[STAT_CURRENTMAG2]);
if (GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 0) >= cl.stats[STAT_CURRENTMAG2]) {
Draw_ColoredString((vid.width - 89) - strlen(magstring)*8, vid.height - 25, magstring, 255, 0, 0, 255, 1);
} else {
Draw_ColoredString((vid.width - 89) - strlen(magstring)*8, vid.height - 25, magstring, 255, 255, 255, 255, 1);
}
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}
}
/*
===============
HUD_AmmoString
===============
*/
void HUD_AmmoString (void)
{
if (GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 1) >= cl.stats[STAT_CURRENTMAG])
{
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int x;
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if (0 < cl.stats[STAT_AMMO] && cl.stats[STAT_CURRENTMAG] >= 0) {
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Draw_ColoredStringCentered(vid.height - 100, "Reload", 255, 255, 255, 255, 1);
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} else if (0 < cl.stats[STAT_CURRENTMAG]) {
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Draw_ColoredStringCentered(vid.height - 100, "LOW AMMO", 255, 255, 0, 255, 1);
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} else {
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Draw_ColoredStringCentered(vid.height - 100, "NO AMMO", 255, 0, 0, 255, 1);
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}
}
}
/*
===============
HUD_Grenades
===============
*/
#define UI_FRAG 1
#define UI_BETTY 2
void HUD_Grenades (void)
{
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Draw_StretchPic (vid.width - 53, vid.height - 40, fragpic, 22, 22);
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if (cl.stats[STAT_GRENADES] & UI_FRAG)
{
if (cl.stats[STAT_PRIGRENADES] <= 0)
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Draw_ColoredString (vid.width - 40, vid.height - 25, va ("%i",cl.stats[STAT_PRIGRENADES]), 255, 0, 0, 255, 1);
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else
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Draw_String (vid.width - 40, vid.height - 25, va ("%i",cl.stats[STAT_PRIGRENADES]));
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}
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if (cl.stats[STAT_GRENADES] & UI_BETTY)
{
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Draw_StretchPic (vid.width - 32, vid.height - 40, bettypic, 22, 22);
if (cl.stats[STAT_PRIGRENADES] <= 0)
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Draw_ColoredString (vid.width - 17, vid.height - 25, va ("%i",cl.stats[STAT_SECGRENADES]), 255, 0, 0, 255, 1);
else
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Draw_String (vid.width - 17, vid.height - 25, va ("%i",cl.stats[STAT_SECGRENADES]));
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}
}
/*
===============
HUD_Weapon
===============
*/
void HUD_Weapon (void)
{
char str[32];
float l;
x_value = vid.width;
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y_value = vid.height - 40;
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strcpy(str, pr_strings+sv_player->v.Weapon_Name);
l = strlen(str);
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x_value = (vid.width - 58) - getTextWidth(str, 1);
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Draw_String (x_value, y_value, str);
}
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/*
===============
HUD_BettyPrompt
===============
*/
void HUD_BettyPrompt (void)
{
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#ifdef __PSP__
char str[64];
char str2[32];
strcpy(str, va("Double-tap %s then press %s \n", GetUseButtonL(), GetGrenadeButtonL()));
strcpy(str2, "to place a Bouncing Betty\n");
int x;
x = (vid.width - getTextWidth(str, 1))/2;
Draw_ColoredStringCentered(60, str, 255, 255, 255, 255, 1);
Draw_ColoredStringCentered(70, str2, 255, 255, 255, 255, 1);
Draw_Pic (x + getTextWidth("Double-tap ", 1) - 4, 60, GetButtonIcon("+use"));
Draw_Pic (x + getTextWidth("Double-tap then press ", 1) - 4, 60, GetButtonIcon("+grenade"));
#elif _3DS
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char str[32];
char str2[32];
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strcpy(str, va("Tap SWAP then press %s to\n", GetGrenadeButtonL()));
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strcpy(str2, "place a Bouncing Betty\n");
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int x;
x = (vid.width - getTextWidth(str, 1))/2;
Draw_ColoredStringCentered(60, str, 255, 255, 255, 255, 1);
Draw_ColoredStringCentered(72, str2, 255, 255, 255, 255, 1);
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Draw_Pic (x + getTextWidth("Tap SWAP then press ", 1) - 4, 56, GetButtonIcon("+grenade"));
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#endif // __PSP__, _3DS
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}
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/*
===============
HUD_PlayerName
===============
*/
void HUD_PlayerName (void)
{
int alpha = 255;
if (nameprint_time - sv.time < 1)
alpha = (int)((nameprint_time - sv.time)*255);
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Draw_ColoredString(70, vid.height - 70, player_name, 255, 255, 255, alpha, 1);
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}
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/*
===============
HUD_Screenflash
===============
*/
//
// Types of screen-flashes.
//
// Colors
#define SCREENFLASH_COLOR_WHITE 0
#define SCREENFLASH_COLOR_BLACK 1
// Types
#define SCREENFLASH_FADE_INANDOUT 0
#define SCREENFLASH_FADE_IN 1
#define SCREENFLASH_FADE_OUT 2
//
// invert float takes in float value between 0 and 1, inverts position
// eg: 0.1 returns 0.9, 0.34 returns 0.66
float invertfloat(float input) {
if (input < 0)
return 0; // adjust to lower boundary
else if (input > 1)
return 1; // adjust to upper boundary
else
return (1 - input);
}
void HUD_Screenflash (void)
{
int r, g, b, a;
float flash_alpha;
double percentage_complete = screenflash_worktime / (screenflash_duration - screenflash_starttime);
// Fade Out
if (screenflash_type == SCREENFLASH_FADE_OUT) {
flash_alpha = invertfloat((float)percentage_complete);
}
// Fade In
else if (screenflash_type == SCREENFLASH_FADE_IN) {
flash_alpha = (float)percentage_complete;
}
// Fade In + Fade Out
else {
// Fade In
if (percentage_complete < 0.5) {
flash_alpha = (float)percentage_complete*2;
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}
// Fade Out
else {
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flash_alpha = invertfloat((float)percentage_complete)*2;
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}
}
// Obtain the flash color
switch(screenflash_color) {
case SCREENFLASH_COLOR_BLACK: r = 0; g = 0; b = 0; a = (int)(flash_alpha * 255); break;
case SCREENFLASH_COLOR_WHITE: r = 255; g = 255; b = 255; a = (int)(flash_alpha * 255); break;
default: r = 255; g = 0; b = 0; a = 255; break;
}
screenflash_worktime += host_frametime;
Draw_FillByColor(0, 0, vid.width, vid.height, r, g, b, a);
}
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/*
===============
HUD_Draw
===============
*/
void HUD_Draw (void)
{
if (scr_con_current == vid.height)
return; // console is full screen
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if (key_dest == key_menu_pause) {
// Make sure we still draw the screen flash.
if (screenflash_duration > sv.time)
HUD_Screenflash();
return;
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}
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scr_copyeverything = 1;
if (waypoint_mode.value)
{
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Draw_String (vid.width - 112, 0, "WAYPOINT MODE");
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Draw_String (vid.width - 240, 8, "Press fire to create waypoint");
Draw_String (vid.width - 232, 16, "Press use to select waypoint");
Draw_String (vid.width - 216, 24, "Press aim to link waypoint");
Draw_String (vid.width - 248, 32, "Press knife to remove waypoint");
Draw_String (vid.width - 272, 40, "Press switch to move waypoint here");
Draw_String (vid.width - 304, 48, "Press reload to make special waypoint");
return;
}
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if (cl.stats[STAT_HEALTH] <= 0)
{
HUD_EndScreen ();
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// Make sure we still draw the screen flash.
if (screenflash_duration > sv.time)
HUD_Screenflash();
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return;
}
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if (bettyprompt_time > sv.time)
HUD_BettyPrompt();
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if (nameprint_time > sv.time)
HUD_PlayerName();
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HUD_Blood();
HUD_Rounds();
HUD_Perks();
HUD_Powerups();
HUD_ProgressBar();
if ((HUD_Change_time > Sys_FloatTime() || GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 1) >= cl.stats[STAT_CURRENTMAG] || GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 0) >= cl.stats[STAT_AMMO]) && cl.stats[STAT_HEALTH] >= 20)
{ //these elements are only drawn when relevant for few seconds
HUD_Ammo();
HUD_Grenades();
HUD_Weapon();
HUD_AmmoString();
}
HUD_Points();
HUD_Point_Change();
HUD_Achievement();
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if (hud_maxammo_endtime > sv.time)
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HUD_MaxAmmo();
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// This should always come last!
if (screenflash_duration > sv.time)
HUD_Screenflash();
}